My artist build a archer fbx for our game with animation like run,idle,attack.
After imported to mecanim, we find it acts weird when switch from attack to idle/run, his bow and arrow stayed at wrong position (mid-air)rather than his hands. Attack animation is quite simple, open his bow and shoot a arrow away.
Unity throw exceptions like these:
!IsFinite(outDistanceForSort) !IsFinite(outDistanceAlongView) !IsFinite(outDistanceForSort) UnityEditor.DockArea:OnGUI() !IsFinite(outDistanceAlongView) UnityEditor.DockArea:OnGUI()
Actually I just find that rig for attack has a little bit different with others, could this be the key?