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why is the animator controller ignoring transitions?
trying to follow and replicate the mecanim robot tutorial and everything breaks when adding the jump transition. first off, unity decides to save everything even when i am not choosing or save or saying no on exit, so all my files are apparantly messed up because they were overwritten during this tutorial. aside from that, adding the jump animation breaks animator. before adding a transtion, the preview works fine. guy runs, jumps, flips, and lands, etc. but as soon as i make a transition, he starts running, then turns into a bicycle-like pose and falls halfway thru the ground. i have deleted the state, reapplied it, exited unity and redone it all, even chosen different clips, but it breaks into that bike pose everytime. see attached in lower right corner. that pose is NOT part of the animation clip.
Can you please check if the animations are correctly looped as well?
Oh no! I recognize that bicycle pose! It happens when the rig is not communicating properly with the animations/the animation is not in sync with the rig. Are you using the provided robot?
i'm not even trying to change the default model to my avatar to preview, he just turns into that. the rig is a standard bi-ped humanoid, all green-lit by mecanim and was working fine till i added the jump state
Hm... Does it do the same thing if you replace the jump animation with some other one? I'm trying to duplicate your situation...
when i preview the clip by itself (no transition) in the animator with default avatar it plays fine (even when linked to locomotion by transition), however clicking on and playing the transition itself gives the "bike" pose. and yes, deleting the jump state, inserting an entirely new clip then making transition breaks it back into the bike pose
Answer by mcconrad · Jan 06, 2014 at 03:59 PM
this seems to have been a hard to track bug causing the animation clip to lose its status as a humanoid rig and revert to generic, causing the "bike" pose
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