Sorry for the confusing title, let me explain it a little more:
My Character’s child transform is copying the parent’s transform value for some reason.
The position the parent animator is using is the playable director’s root/world position. My characters aren’t parented to the playable director/timeline.
I set up my characters like this:
• Parent (With all the components like Animator) ↳ Character Model(With original character Animator Moved to Parent) ↳ mesh, bones, animation rigging components, etc.
As you can see, my character set up is pretty unusual, but it works perfectly in past versions of unity 2018, and of course, working perfectly in-game even on my current 2019 version.
it only works weird like that position offset after being bound in the timeline.
I set up characters like this to avoid complete prefab corruption if it happens, and also to be able to swap characters easily.
The timeline plays the animations in correct positions if I just use the character model as the bound object on the animation track.
The project was upgraded from 2018 LTS where it was still working properly to 2019.4.14f
Hopefully, someone can explain to me what happens and what I can do to solve it without using the actual character model as the animator parent.
Yes! I was able to reproduce the bug.
Case 1293710
This bug occurs when I offset the animation clip’s root position.
I have included other scenarios on the repro that also does a similar bug.
Like when handling the animator’s root motion via script OnAnimatorMove(), The animator parent’s position will remain at its default position, but the animator’s child will follow the timeline animation clip’s offset.