I’m trying to blend animations from the Animator Controller to the Timeline, but I’m having issues with the character’s position.
My character has an Animator Controller with a default loop idle animation. The idle animation blends with my Timeline animation using Ease In/Out Duration.
Since I wanted to animate specific parts of the body, I used Avatar Masks to separate the top and bottom parts. I then set my main animation layer to the top body and added an Override layer set to the bottom part. However, when I play the Timeline animation, the character’s position does a weird blending, like it’s resetting its position to the origin.
Here are some details about my animations:
- I deactivated Foot IK
- I tried to Bake Into Pose, Based Upon: Original in the Root Transform Position (Y)
Here is a video showing my problem. I also added an Unity Package that recreates it.
Unity 2019.3.7f1 Project made in URP
6284105–694778–TimelineTest.unitypackage (1.79 MB)
1 Like
Here is a step-by-step of what I’m trying to do and showing the problem.
My issue looks very similar to this. The blending is breaking somehow. Animation issues at runtime when using Timeline.
Is WriteDefaults applied to the state? Like the other method, it appears that the default value of Y is getting applied during the blend. Also, which version of Timeline & Unity is this?
WritingDefaults is enabled in my Animator Controller. I’m currently using Timeline Version 1.2.16 on Unity 2019.4.1f1. I see in the Package Manager that there is a Version 1.4.2. Should I consider upgrading?
Also, I found a way to correct my problem. In my Timeline, I selected my animation and changed the Blend Curves (In/Out) to Manual. I then edited the curve so that it becomes a straight line on both graphics. This seemed to have fixed my problem.
While 1.4.2 should be better than 1.2.16,There is no specific fix for the issue you are seeing.
Having a quick look at it, it appears the override track is causing the default value of the root to be blended in. That would definitely be a bug. Removing the override track fixes it, but that’s obviously not a viable solution here,
I was able to make the transition better by adjusting the Blend Curves In/Out of the main track. It still doesn’t blend perfectly, but there is no Y translation anymore.
I’m having the exact same problem here. Has anyone found a solution for it?
For those who have weird blending in timelines:
- Setting Animator Controller to “None” solved the issue for me (we do not really need any as we use timelines)

- Just in case I removed foot IK from each timeline for all animation clips

- Unity 2019.4.26f1 & timelines version 1.2.18