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Question by Spidyy · May 05, 2015 at 03:23 PM · animationtransformscalingchildren

Scaling animation issue on build.

Hello.

I have a character mesh composed of a head shape, two eyelid shape and two eyes.

They are like this in the hierarchy :

  • Character Mesh

    • Head

    • Eyelid left

    • Eyelid right

    • Eye left

    • Eye right

A do a simple "drop" animation, where the character drop on the ground, bouncing once, changing its position for the bounce and its scale for a cartoonish bounciness. I only animate the "Character Mesh" transform components for this.

On the Unity Editor, all is fine, changing the transform squish the children properly.

But when I'm doing a PC build and try it, the Head component is absolutly not scaled. :/ All the other components are moved and scaled properly, except for the head.

I tried playing with the animation compression, turning it on/off.

I tried changing all keyframes tangents to Linear.

I tried changing and removing the Avatar.

I tried renaming the head component by something else, as I though it would act as a keyname for character rigging.

But nothing works. I'm out of idea and it gives a reaaally nasty effect, with the eyeballs going inside the skull. :(

Does anyone have an idea of what could produce such behaviour?

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avatar image Spidyy · May 07, 2015 at 09:38 AM 0
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I noted the scaling produce a different issue on Android device.

It just scale perfectly fine but mess up the UV, giving the shape a weird white material on 70% of the surface.

I read on the Animation $$anonymous$$anual that animating scale is costly performance wise, but should it be that costly at the point it mess out the animation?

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