I'm quite confused when previewing with the Animation Track

Hi, I’ve got quite some annoying issues when working with the AnimationTracks.

There’re several issues here:

  1. When enabled preview mode, the character would snap to <0,0,0>;
  2. If there’re multiple clips playing sequentially in preview, every one of them will start at <0,0,0>;
  3. The running right animation works differently in preview and game-mode;
    (4. No collision, okay, indeed I don’t really think it as an issue and can workaround it anyway)
    https://www.youtube.com/watch?v=4Fjy7ZM6ZFs

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Okay, so after some digging, it seems that this is a long-time found issue already,

I hoped the movement cutscene authoring could be something as easy as Source Filmmaker. i.e. you just make the character move, and the timeline will record it.

Well, I could do with manually setting individual clips, but the problem is currently even the preview is too different from the real thing, that makes the preview not really helpful.

I’m answering on the fly so, pardon my shortness. In order to avoid making the animation gameobject going to 0,0,0 put the gameobject inside a conainer (a parent gameobject that sets the position).

Hi, elettrozero,

Thanks for your reply,

Sorry if I misunderstood your method, but I’ve just tried that and it didn’t work.
Like the pic below shows,

  1. “Punk” is the player object and under the “PlayableCharacters” GO.
  2. The PlayableDirector component is on the “PlayableCharacters”.
  3. The Animation Track drives the Punk GO.

3358593--262925--upload_2018-1-18_15-48-14.png3358593--262926--upload_2018-1-18_15-52-32.png

And it still snaps Punk to the <0,0,0> every time preview is enabled.
(Env: 2017.2 on win10)
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Ah, I think I got what you mean, you mean moving the “PlayableCharacters” around, so it won’t matter the “Punk” snap to its local <0,0,0>.

But there’re still troubles that the subsequent clips will snap back to local <0,0,0>,
Assume we’ve 2 clips on the AnimationTrack to preview, run-forward & a run-right, the run-right will not continue from the end of run-forward, but snaps back to local <0,0,0> to start.

Yes, correct: move the parent of the animated gameobject.

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