When used with playmaker + Slate (with playmaker extention), character animation stops momentarily at transitions between cutscenes. (Unity-Chan is sunk in the ground momentarily in the image)
How can I make a transition with playmaker so that the animation is not interrupted?
Thank you for the report. Here is a quick-fix to that behaviour (a more proper fix will be included in the next version). Please open up “AnimatorTrack_2017.cs” file and add the following line of code at the very start of the “PostUpdateMasterTrack” function at line #117
if ( time >= endTime ) return;
If you wish, I can also send you the whole file to an email.
Regarding the first issue, the next version will include a fix so that that there is no problem if the animation clip is over the cutscene length.
Regarding the second issue, I have just updated the playmaker integration package so that now the Play Cutscene action includes an Event parameter that is called when the cutscene is finished, so that you can make a custom transition. You need a custom transition since the Finish event is never called in your case because the Bool Operator is called “every frame”. Please re-download the integration package from the downloads page and let me know if that works for you.
That is because moving from one state to the other takes a minimum of 1 frame, so when entering the state without cutscene, the character pose is becoming the default one. Does your character have a RuntimeAnimationController assigned in the Animator component?