#A blank/empty animation clip is overriding transform.

1 messages · Page 1 of 1 (latest)

tame mason
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I have 2 animators for 2 fighters. Both have an "Idle" animation. In playtime, they play exactly the same way (loopinng continously until animation is changed) and yet, for 1 of the fighter, which I coded earlier, I can change transform.rotation and it stays changed, but for the newer fighter, if I change transform.rotation, it clips back to the default
Disabling animator component makes the rotation changes work perfectly, so it's something in animator and not in my code

hollow iron
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Okay this should be obvious but check your idle animation and look for rotation keyframes

tame mason
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check the image attached

hollow iron
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Why do you have a blank animation clip tho?

tame mason
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idk, this seemed to work so I didn't bother trying anything else

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I would have to make an empty state in animator anyways, so why not have a clip which I can edit in case I wanna add an idle animation

hollow iron
tame mason
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wait

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I tthink

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I got it

hollow iron
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Btw was your inspected object selected when checking the animation?

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I don't remember well how unity animator worked I don't use it for like 6 months

tame mason
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I think I have animated the main transform in 2 animations accidentally, which then somehow contributed to "blank state" havingn default values of all the edited values (in any and all possible animations) and so now idle is keeping track of main body transform as well