Owe

Making transitions in Mechanim have behaved weird lately. Bones/Constraints that does not move in the animations, will suddenly move/jerk when transitioning between the animations. This is easily illustrated with taking the Hero asset from the Spine Examples and making him have two states both using IDLE animation and then just transition back and forth between these two states. The feet does not move at all in the animations, but will jerk inwards when transitioning.

I'm using Unity 5.5.1f1
Owe
Posts: 8

Pharan

This is a current limitation of SkeletonAnimator because of the missing exposed parts of the Mecanim system.
If you want to get rid of the problems in transitions, you need to key all the dopesheet items between the animations that need to transition between each other, and disable autoreset.

SkeletonAnimation doesn't suffer from these transition problems.

We're working on a system that simultaneously removes this requirement for SkeletonAnimator and makes skeletons usable in Unity 2017.1's Timeline/Playables system. But it's a bit complicated, so it may take a while.
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Pharan

Pharan
Posts: 4543

Owe

Thanks for the answer! The first solution seemed to have solved all my problems; the autoreset option was not on my radar at all.
Owe
Posts: 8


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