Perhaps someone more skilled in Unity animations can shine a light on this but I am stuck now for days.
Please please please anyone I am going mad.
I have a fairly complex animator with lots of parameters, events, blendtrees, transitions etc. Some bones in the animation affect position and rotation, some -like wrist- only affects rotation - but in animations traditionally the position is “locked” anyway.
How does this looks in reality - Animation is playing and when I move the bone in editor it will snap to the correct animation position in the next frame.
This is how it works if the Animator has only couple of the animations, but in my complex animator, when I move the bone manually, it stays in the moved local position.
This is very problematic in situations where IK is used for example.
The crazy part is - when I delete about half of the animator, it works as supposed. Unity 2020.1
Pleeease help me someone.