Search Issue Tracker
By Design
Votes
0
Found in [Package]
0.2.1-preview, 0.2.5-preview
Issue ID
1199287
Regression
No
[AnimationRigging] GameObject snaps into place until its Root is moved when using an Animation Job
How to reproduce:
1. Open the attached project's "case_1199287-Project.zip" Scene labeled "SampleScene"
2. Enter the Play Mode
Expected result: Cube chain doesn't snap into place
Actual result: Cube chain snaps into place
Reproducible with: 2019.2.16f1, 2019.3.0f3, 2020.1.0a16 (0.2.1-preview, 0.2.5-preview)
Couldn't test with: 2017.4.35f1 (Package Manager does not exist), 2018.4.14f1 (Animation Rigging does not exist)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
The JiggleChain constraint script used in this project has a calculation which ends up setting NaN values in the rotation. This is not something that can be prevented by Animation Rigging, but should be directly addressed in the script itself.
More specifically, the method `JiggleChainJob.FromTo` results in (NaN, NaN, NaN, 1f) quaternions in the initial setup. Moving the root hierarchy changes the chain values slightly and may just bypass the issue.