My question is, how can we ensure our character will always end up at the same position of a scripted animation while using mechanim to blend between idle / walk / etc /etc. — point a to point b and back with additional animations
We have 1 character in t-pose, no animation. This FBX is configured (humanoid) ((all bones mapped properly)) and is the avatar for all other animations.
We import another FBX (same skeleton/character) with just an idle animation. Again with a walk cycle - both are humanoid, using the t-pose avatar definition.
Mechanim is blending between these anims based off of bools (if player taps, if animation is finished, etc). The problem is that it seems to be shifting the characters position because the center of mass between the 2 anims are different. - this slight shift can even be seen in the animators preview window when previewing the transition.
IE - the character has “location a” at 0,0,0 and “location b” at 20,0,20. if the player taps on “location b”, the character walks over there. If the play taps again, the character walks back to “location a”. The problem is that the character doesn’t end up at 0,0,0. She’s slight off her mark, at something like 0.05,0,0.05 - (Mechanim?) has adjusted her mesh based off of her center of mass? The t-pose, idle, and walk cycle DO NOT have x and z translation keys on her hip, we are moving her position via an animation clip, which is why I’m pretty sure its Mechanim and center of mass or w/e
This is a huge problem: if the player taps between location a and location b just a few times, let alone many, she becomes further and further away from her mark - like it’s additive or something
Thanks, hopefully someone has some insight / workflow ideas