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Question by MOrlando616 · Aug 08, 2014 at 09:51 PM · animationmecanim

MecAnim turn animations not complete.

Hi folks,

I'm having some trouble using MecAnim to turn my avatar. I use a point-and-click system and I've been testing specifically my Left 180 turn (though they all seem off). I'm positive the math is all correct, and the values I pass to mecAnim are as well.

So when I set my StartTurn bool to true within MecAnim, and the TurnAngle to 6 (which is my Left180 enum value), my avatar plays his Left180 turn, however, he only turns maybe half that distance.

I changed that specific test case from a blend tree to a specific animation state. I've also tried changing all of the root motion options within the animation (Bake Into Pose, Original or Body Orientation) and still no luck.

Oh last thing...when I preview the animation in the editor it plays exactly as it should. They all do...but playing them in game they are busted.

Does anyone know why this might be? Here's a paste of my blend tree if it'd help. I've confirmed the correct blend tree is played via the wonderful blue bar filling as the animation plays.

alt text

alt text

baselayer_turn.png (82.2 kB)
baselayer_turn_left180.png (21.9 kB)
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