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Clarification on animations and animator controllers
You can see my animator contoller on the picture bellow. The Idle animation is just empty. In the Walk animation I change the scale to -1, but as you can see it's not even connected to anything. But for some reason I still can't change scale of the object, is it how it's suppose to work? If so, how to solve it without deleting walk animation?
UPD Here is 30 seconds video to better illustrate the problem. https://youtu.be/tkT3dWrLDF0
I'm a little confused at what you're asking. The AnimatorController is a state machine that uses nodes and transitions to move between animations based on certain state values. You do not have any connections to the Walk node, so that node cannot be used at the moment.
I posted small 30 seconds video where you can clearly see problem, please check it out if you have time.
So you are saying that the existence of the Scale animation locks the scale even though its unconnected and it doesn't even lock to the value in the animation, either?
Yes, that's what I am saying Also there are no scripts attached to any object in the scene so it can't be a script
Answer by Diukrone · Jan 20, 2018 at 06:13 PM
Do you tried right mouse click on it and create a new parameter?
I don't quite get what you mean, right click on what? And which property to add?
Right click on Idle item and choose create a new transition, put in the other animation component! See if it Works!
Answer by $$anonymous$$ · Jan 20, 2018 at 07:10 PM
propably the "write defaults" checkbox in the inspector of your idle state is set. this makes the state animate all values that are animated in any other state of the same animation controller to their default value. when you uncheck that the walk state should no longer have that influence on your idle state.
It was set to true, but setting it to false didn't fix it.
Answer by arguskos · Jan 24, 2018 at 05:27 PM
So for anyone with the same problem, I don't how to solve it in the right way but as hack you can set your scale or whatever parameter you want in the LateUpdate. This way you will override animation.
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