Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.4.0f1
2017.4.7f1
2018.3.0a1
2019.1.0a1
2019.2.0a1
Issue ID
1143420
Regression
No
Mesh is completely deformed when playing skeletal animations on a GameObject after modifying the associated anim and model FBX
How to reproduce:
1. Open the attached project "case_1143420-TimelineAnimationIssueStripped_2" and scene "Test"
2. Select the "ParentWithTimeline" GameObject to view its Timeline
3. Hit the Play button in the Timeline Window and observe the Scene View
Expected result: a fighting animation is played on the GameObject linked to by the animation track
Actual result: the character's model is mangled when playing the animation (looks like a bone mismatch or a skinning issue)
Reproducible with: 2017.4.26f1, 2018.3.13f1, 2019.1.0f2, 2019.2.0a12
Note: the GameObject with the Animator referenced by the animation track has a hierarchy from a previous version of the animation's FBX file. Creating a new instance of the played animation's FBX asset in the Scene and referencing it from the Timeline plays the animation correctly. However, both the old and the new GameObjects reference the same model and avatar and only have a slightly different Transform hierarchy (the bulk of the bones going from the root seem to have identical positions and paths in the bone hierarchy)
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note:
The animation system does not support mixing model and animation from different transform hierarchies.