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Fixed in 4.5.X

Votes

18

Found in

4.3.0b6

Issue ID

571514

Regression

Yes

Animations have a small twitch at the end and beginning

Animation

-

To reproduce:
1. Download and open: http://files.unity3d.com/will/MecanimTute.zip
2. Open scene Tutorial-done
3. Enter play mode
4. Press space for the character to wave - notice a small twitch at the beginning and end of the animation

Does not reproduce with Version 4.2.2f1

Comments (9)

  1. 1da1dec26ade61caa2624d767bf35ddb?d=mm

    topherr

    Apr 30, 2014 19:14

    This is NOT FIXED.

    Our work around is to add a duplicate dummy frame either end of an animation. My personal opinion is its a blending issue regarding frames it shouldn't access.

    Animation Frames 1-10
    On the 10th frame it begins to blend between 10 and 11 before eventually snapping back to frame 1. Making frame 11 a duplicate of 10 and not marking it as part of the animation fixes the issue for us.

  2. 64c05cd3cc6fea3882b748b000adcc68?d=mm

    supneo

    Dec 19, 2013 13:07

    This bug is very annoying, thanks to this ruling my animations do not work well or simply do not work , in a game that is based on many animations and these do not work for me this is not a game but shit, I need to work well animations to make it look like a game and not a shit on a stick, please Solved this annoying bug.

  3. C9467984517c3e9a3afcad05e90a4eea?d=mm

    SpiralOrgan

    Dec 18, 2013 20:10

    This issue is stated as fixed, but it still present in 4.3.2.

  4. 808bf253fbe4b19c9df9c423c0249a25?d=mm

    instruct9r

    Dec 08, 2013 21:47

    Please fix asap...

    The only workaround at the moment is to re-create the whole Base Layer, on the Second Layer and add the additional clips. This way the masked body parts will work in conjunction with the Base Layer and blend nice to the Overrided animations. The issue, is that we'll have to do the work twice...

  5. C115d80724fc371a2368a6e931386572?d=mm

    yuewahchan

    Dec 06, 2013 16:17

    I have this issue too, please fix it.

  6. 2b845183d5aee6758be63ffdda77412e?d=mm

    BloodyHell

    Dec 03, 2013 16:06

    This glitch makes me shiver me timbers! It's the dog's bollocks, it is!

  7. E0fd74c042ece4dd263089ddc72ba813?d=mm

    Wahooney

    Dec 03, 2013 08:13

    I also experienced this issue when transitioning from 4.2.2 - 4.3, a horrible work around is to fade the layer out at the end of the animation.

    This bug disables a critical feature in Mecanim (though few animations work without this issue arrising).

  8. 2425c11c19044c0b1a0f1bb917506df4?d=mm

    HelpVishu

    Nov 28, 2013 20:28

    I have this issue too.

    And SERIOUSLY, UNITY??? SERIOUSLY?!!!! IT'S VERSION 4.3.1, AND YALL MOTHERFUCKERS DIDN'T FIX THIS SHIT?!!! THE FUCK IS WRONG WITH YOUR SORRY ASSES?!!!!!

  9. C9467984517c3e9a3afcad05e90a4eea?d=mm

    SpiralOrgan

    Nov 22, 2013 22:14

    This is still present in the release of 4.3.0f.

    Mecanim animation layers are all messed up. Additives don't work, and override animations suffer this glitch described above. The transitions are factoring in the default mecanim muscle pose, causing the "Twitch" at the beginning and end of animations. This absolutely must be fixed. It is a critical issue for those of us who use animation layers for combat and other non-locomotion animations for our characters as opposed to using messy and state machines.

    Note to the original poster, the wave animation uses animation layers. This is a far-reaching generic bug with the entire mecanim animation layering system. It is not as localized and specific as the description would suggest. This bug affects any and all users of animation layers.

    Editorial note: what's the deal with the emphasis on 2D features??? Why does everybody like 2D retro things so much?!!!!! It's time for mobile gaming to go 3D! Enough of these angry-birds clones!

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