- Home /
Unity 5.2: Mecanim Transition Blending
I recently updated to 5.2 and noticed that the animations I have applied to generic avatar based rigs is not blending properly with mecanim anymore. I have done some tests and attempted to look for solutions to no avail.
I have linked to a video illustraiting the issue:
With my tests, it seems to be related to rotations only, and I think it might be something to do with large changes in the degrees of rotations, almost like it is not working off a quaternion rotation system. Any idea what might be going on?
I am noticing the same issue as well. Checked my animations by reimporting them and making sure the masks are all set; I'm using generic as well.
Blends (inside blendtrees) and state transitions are not working right and show a behavior similar to gimbal lock; it's almost a deal breaker considering that the animations worked just fine on the previous version. Very frustrating and concerning.
Your answer
Follow this Question
Related Questions
Mecanim clips transition options 0 Answers
Mecanim Root Motion Rotation - 180 degree turn. 2 Answers
Mecanim mysterious curve 2 Answers
What are those white curves in the animation transition panel - And can I read it in script? 0 Answers
How to stop mesh disappearing during Animator state transition blend time? 1 Answer