GameObject that is normally animated with an AnimationController?

My characters are animated in game using an Animator state machine. I’m looking to use Timeline for animated events / cut scenes.

However, when I run a clip from a Timeline animation track, the character jumps up in the air and the bone positions look wrong. I think clips from both sources are used at the same time.

Whats the correct approach to ensure only Timeline clip is run? I’ve tried stopping the Animator, and even clearing the runtime animation controller.

Hi @deab
Can you open a bug with the bug reporter with a small project so we could dig in? Normally when timeline is launched, it should take over the controller. Maybe we missed a specific case you are encountering and an example would help us alot. (if you can post the Bug ID here it would also accelerate the process for us :slight_smile: )

thanks!

@thierry_unity sorry my mistake, I was setting the offset positions to a child object.