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Votes

0

Found in

2019.4

2020.3

2020.3.11f1

2021.2

2022.1

Issue ID

1340644

Regression

No

Animation Additive Reference Pose to clip cannot be used in builds

Animation

-

How to reproduce:
1. Open the attached "AdditiveReferencePose.zip"
2. Enter the PlayMode -> Notice that the character is pointing arms forward
3. Build and run the "SampleScene" on Standalone

Expected result: Additive reference pose works as intended (character arms are pointing forward)
Actual result: Additive reference pose does not work as intended (character arms are in T-pose position)

Reproducible in: 2022.1.0a1, 2021.2.0b3, 2020.3.14f1, 2019.4.29f1

  1. Resolution Note:

    This is expected, you are trying to modify Animation clip from an imported asset which is read only. "Assets/human_animations_test.fbx"
    It does work in play mode because you are editing the in memory animation clip. But when you build a player any changes done to imported file won't be saved and thus not working in the player.

    The only workaround for this would be to either duplicate the clip to remove them from an imported file. Or use an AssetPostProcessor to modify the asset while it's imported

Comments (1)

  1. Dagos32

    Jun 24, 2025 19:41

    Hi, I'm trying the second suggested workaround of modifiying the imported .fbx with AssetPostProcessor, but I'm getting this error: "AnimationClip 'root|A pose' is not a valid additive reference clip".

    In the OnPostProcessAnimation method, I'm only calling:
    AnimationUtility.SetAdditiveReferencePose(clip, refClip, 0);
    refClip is defined on the first OnPostProcessAnimation call.

    I tried setting each clip's refecenre clip as itself - SetAdditiveReferencePose(clip, refClip, 0) - and that works fine. Also, duplicating the clips and setting the same clip I'm trying to use on AssetPostProcessor as ref clip works just fine as well. Any ideas?

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