We can't seem to replicate this problem.
animation1 : deform "mesh A"
animation2 : no keys to deform "mesh A"
result:
When playing animation1, then animation2, whether interrupting or not interrupting, mesh A returns back to normal with animation2.
Can you tell us more about your setup?
08 Jun 2017 2:00 am
Can you check the code in your project (Animation.cs) to confirm if this change is there? [csharp] Fixed deform timelines not mixing to/from setup pose.@3c194a5
It should be included in the unitypackage, but you may have unchecked some things, used a manual update from github.
This change was from last week.