Hi,
edit: Initially I only wrote here about our issue with modified AnimationState.cs but since the mixing problems are different between regular and modified I decided to elaborate.
Using the official AnimationState.cs:
- Idle animation loops. (no input)
- Input happens, mix to walk (0.2s)
At this point I can see the setup pose being mixed with our walk.
Using the modified AnimationState.cs that was recommended here ( Blend Weirdness in Unity 3.5?).
We're seeing issues when mixing our player character skeleton:
- Idle animation loops. (no input)
- Input happens, mix to walk (0.2s)
- Within the mixing window input stops ( < 0.2s), we mix black to idle.
At this point, we see blending from the setup pose to idle instead of whatever pose the skeleton was in mid-mix.
For both situations, the questions are the same:
- Why is it using the setup pose? We never want to see the setup pose at all.
- How do we fix this? I'm considering the Unity runtime broken at this point. we can't use it.
Thanks.