If i play animation in animator track that controls property x.
Then later i have Property Action Clip that animates property x, i can’t animate it, its locked to final position of animation clip values for property x.
If i disable animator track, then property is animatable.
The animation clip does not overlap, it finishes before the property action clip animates property x.
If i put empty animator track, but the Animator contains a state containing a clip controlling property “x”, then “x” will be locked.
if i remove the state from Animator, but i have an animation clip playin a clip that controls property “x”, then “x” will be locked.
The only fix i can use is to disable Animator Component before my Property Action Clip.
But this is very not flexible! what if i want to animate actor legs, but use property action clip for arms.
if i have a clip that has arm properties animated somewhere on the track, then the arms are locked forever.
if possible can have 2 animator tracks, one has animation clip controlling “x”, one has controlling “y”.
If i want x unlocked, i can disable track, but there’s no action clip to disable tracks, i assume its editor only.
Hmm. The thing is, that an Animator Track, by itself and even if there is no Animation Clip playing, animation is still played on the gameobject that has the Animator component (even though it’s a blank animation), but what I am trying to say, is that some animation is still controlling the gameobject. This is more of a Unity thing as far as how it work, but I will try to look for a workaround and see if I can come up with something.
Thanks for your suggestion.
yes that’s what i realized in my testing too, some kind of blank animation.
Perhaps you can auto-disable animator track if the current time is outside any animation clip and auto-enable when animation clip begins?
dont know how simple this is, good luck man.
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