In Scene View, my character’s gizmo position is at his feet. In Slate, when working with FBIK Characters the gizmo position is attached to his mid-section. What is the correct configuration to making the gizmo position consistent between Scene View and inside of Slate?
I am able to successfully animate FBIK Limbs using Slate, but the difference between gizmo positions makes placing the character a matter of guess work.
What am I doing incorrectly?
What is the solution for this?
Screenshot 1: Character is selected in Scene View. Slate is not active. Character Position is correct.
Screenshot 2: Activating Slate moves the character into the floor.
Screenshot 3:
I am able to animate the character just fine. It’s only his position that I do not know how to make consistent between Scene View & Slate Editor.
Screenshot 4: Animation clips do appear consistent between Scene View & Slate Editor.
Screenshot 5: Character’s with an FBIK Component that are not added to Slate Editor do not shift in position. Sinking into the floor only seems to occur when FBIK and Slate are used together (?).
Please note that the position of the character, is actually the same in both situations. It is rather his animation/pose that change. The reason for that is because if the Animator Track does not have any Animation Clip at the current sampling time, it will place the character at its default (Animator-wise) pose. This default pose is something that is controlled by Unity’s Animator system. There are two solutions to work with this:
1) To have at least one Animation Clip always present along the range of the Animator Track (and thus the cutscene).
2) To assign an Animator Controller to your Animator component and have inside a default state. If done so, the default state animation of the assigned controller will play when there is no Animation Clip present in the Slate Animator Track.
Please let me know if the above work for you.
Thanks!
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