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Question by Haseeb_BSAA · Jan 19, 2015 at 11:45 AM · animationrotationpositionboneswalk

Animation switching but rotation isn't proper!

Hi guys , I am having a very weird problem with animations. When I go from Idle to Walk animation and then return from Walk to Idle , they rotation of legs, head and arms is still as of Walk animation :( The animation successfully returns from Walk to Idle but the rotation of bones is not changed! Do you have a solution? I'll love if you do :)

I am simply using :

 if(Input.GetKey(KeyCode.DownArrow))
         {
             animation.Play("Armature|Walk");
             transform.rotation = Quaternion.RotateTowards(transform.rotation, rotationPoints[3].rotation, rotationSpeed * Time.deltaTime);
         }
         else
         {
             animation.Play("Armature|Idle");
         }



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avatar image meat5000 ♦ · Jan 19, 2015 at 12:14 PM 0
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It seems one of your animation is not completely keyframed, I'm guessing. $$anonymous$$eyfra$$anonymous$$g limited bones is good for additive animation but for main animation all the bones should be keyframed even if they are not doing anything.

You could manually change the bones back.

avatar image chariot · Jan 19, 2015 at 12:16 PM 0
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Did you use "root motion" or maybe "animated physics"? Try to turn off it, if u use

avatar image Haseeb_BSAA · Jan 19, 2015 at 12:20 PM 0
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I am not using Animator so I have to use Legacy type of animations. How to apply root motion in legacy animations or turn animated physics off?

And meat5000 , how can I check weather my animations are completely keyframed or not? Please help!

avatar image chariot · Jan 19, 2015 at 12:26 PM 1
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http://docs.unity3d.com/$$anonymous$$anual/animeditor-UsingAnimationEditor.html

In Inspector choose ur animation, then turn off property "animated physics" (but, i guess it isnt right answer, didnt work with "legacy", sorry).

avatar image Haseeb_BSAA · Jan 19, 2015 at 12:42 PM 0
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That didn't work, I tried enabling or disabling it... But thanks a lot for help :)

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