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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.