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Root motion lost in transitions
I'm using root motion to animate a 2D character. The clips are created in Unity and connect with identical start/end key frames allowing for different 'canned' sequences (e.g. run->jump->fall / run->jump->hit / etc.). Transitions between clips are set as follows:
Has Exit Time = true
Exit time = 1
Fixed Duration = true
Trans. Duration = 0
Trans. Offset = 0
However, it seems part of the root motion gets lost in each transition - even though (I think) they should be instant from above.
I've attached a sample showing the issue. The Test scene has buttons to play the sequence with transitions or advance it a clip at a time without them. Without transitions, it finishes in the correct spot.
Is this an issue with the system in general or have I set something up wrong?
Thanks.
[1]: /storage/temp/62453-test.zip
Answer by Henning_Justare · May 01, 2016 at 06:03 PM
hi, know this is a bit old, but here goes.
Just spend some time on the same problem, and the only solution I found was to set exit time to more than 1.0.
It looks like the animation isn't playing the last frame, so the position will drift.
My animation isn't that time sensitive so I just set exit time to 1.1 and the problem is gone.
I feels a bit like the problem unity had when adding an animation event on the last frame, hopefully they will fix this as it for sure doesn't act as you would expect.
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