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Weird bugs with the new offsets?

Discussion in 'Timeline' started by LazloBonin, Nov 28, 2018.

  1. LazloBonin

    LazloBonin

    Joined:
    Mar 6, 2015
    Posts:
    813
    I'm using the new offsets on one of my character animation tracks and they transform / matrix manipulations seem flat out bugged, but maybe I just don't understand them at all?

    Setup:
    • Unity 2018.3.0b10
    • In Edit mode
    • Character ("Agent") starts at identity transform
    • Character animator has no controller and root motion disabled (for testing)
    • Playable Director starts at identity transform
    • Animation track is set to use Transform offsets
    • Animation clip has no offset
    Here's what happens when I move the track offsets:
    • The position gizmo does not follow the actual position offset
    • The position offset seems to be applied after the rotation offset? Which is very counter intuitive if it's not a bug... The matrix operation order feels like should be inverted
    • The rotation offset applies values twice too big? For example, rotating by 90 degrees actually does a full 180 spin, and 180 brings it back to the original rotation.
    Am I doing something wrong or is this normal? Are the new offsets documented anywhere?

    Video:

     
  2. LazloBonin

    LazloBonin

    Joined:
    Mar 6, 2015
    Posts:
    813
    Alright, I think I understood the cause.
    The transform hierarchy under the object had an additional child before the hip bone. (A child of the root object, a parent of the hip bone). Removing it fixed the issue. I'm unsure why that wouldn't cause a problem in the normal animator controllers but would in Timeline, but for now I'm good!
     
    pango likes this.