I really appreciate all the support on the locomotion system.
When viewing the Animation Editor whilst Inspecting an animated character with the leg controller and animator components, if one selects frames along the timeline to create an animation event, the selected animation gets over-written. Every time (after the first or second) you click on the timeline, the character strikes poses further and further from the original, until it is only nonsense. Worse, these get saved over the original file.
When we remove the leg controller component, the animation editor functions fine again.
Has anyone else seen this behavior?
I’ve mod’d the loco system very slightly to deal with the specifics of my game, but nothing I did should operate without the game running, ie, when using the animation editor.
When you go to add an event to an animation frame, LocomotionEditorClass attempts to RenderGizmo.
This will call InitFootData on each leg, which will reset the animation, yet save over the current frame you are on.
My quick dirty work around to get my audio and effects guys operating on animations again was to simple remove RenderGizmo. I can always re-enable it for my own debugging.
It’s a bug that the Animation Editor allows changing an imported animation at all. This will be fixed.
Yes, the LegController will set the pose of the character. This is by design, to get the character into a suitable reference pose for specifying the LegController settings, but it can interfere with other things, so it’s not as clever as I initially thought. I should change that in a future revision of the Locomotion System.
In the mean time, your workaround makes perfect sense.