Hi, I’m trying to edit how two animations are blended inside mecanim but every time something else is selected the curve just resets to another position which has nothing to do with the effect I want.
Can you guys please take a look at the vid I did? It’s and example of what happening.
I am having the same issue…
It’s extremely frustrating…
I find it odd that if I use a bool to trigger the transition I get this exact result, but if I use the standard exit time, it saves. I can even leave my setup the way I want with 1 or multiple bools, add the exit time, tweak the transition and it saves, but as soon as i remove the exit time it reverts…
Also if you delete the transition and create a new one with the same parameters is reverts back to the old transition, even though you deleted the old transition…
Anyone found a work around for this, or possibly has unity stated this is in fact a bug?
Same issue here… without being able to set the exact crossfade times, it’s hard to get the right look. Setting Exit Time as the condition is not acceptable for me. Could someone confirm if this is a bug?
You can set the blend duration it will be saved (width of the blue bar). If you don’t set the exit time, your transition can occur at anytime, the start time of blending you set won’t matter that’s why its not saved.
It is the exit time that tells it how it will blend. For your blending to work at a specific time, you need to set exit time and not only bool conditions. Otherwise it can blend anytime during your initial state. When you move the blue bar left or right with your mouse, it’s position is only used to preview the blending at that specific time in the editor. If you set the condition only as bool, your exit time is anything. This is why the settings are not saved. They are not used when condition is only bool.
I have this issue as well. But i’ve figured out the logic behind it.
In my test i have playmaker make a random number 0-10. If it is above 5 it makes Mecanim go to one anim, below 5 another.
I’m (was) furious that I couldn’t set the transition - but it makes sense. The state can change into the other two states at any time, so it would make no sense to set the transition range. If you want it to wait to transition then other measures has to be taken.
When I use exit time everything works fine, which again makes sense.
However it seems like if I tamper with the transition the preview and the timeslider cannot go above 1 second. This is obviously a bug. Reported.
No matter if I keep the parameter Exit Time(not a checkbox in unity 4.6.2) or if I remove it,
The blend range I set, is forgotten as soon as I focus other elements in the animator scheme window.