[FIXED IN 4.3.3]
Hello! I have: generic rig and controller with 2 layers: the aim layer(one state with aiming animation)(1) and the shoot layer (with one separate state, for each weapon and empty state). The aim layer set as override, it contain: state with shooting animation, and state without animation. In 4.2 after the shot (trasition to the state without animation)- hand smoothly returns to the position it was in when aiming, but in 4.3 it tries to return to a position that was skinpose. Does anyone have something similar, any way to fix this?
Thanks in advance!
1)For test purposes, actually i have few syncronized layers, one for each type of weapon.
I have created a layer to animate the character turns. The turns to the right and left start correctly from an empty state, but during the transition back to this empty state seems that the character tries to return to the T-pose, instead of blending with the lower layers properly.
i have this problem too. something changed between 4.2 and 4.3 regarding how unity handles empty animation states, which i used heavily throughout my project to handle events. when moving from an animation state to an empty state, the animation used to just hold on the last frame. now it jumps back to the beginning of the default state, which doesn’t make any sense. does anyone have a fix for this?
I have the same problem. When creating a new layer, when an animation state is transited to an empty state, the empty state (No Motion) is missing in Unity 4.3 but not 4.2. The following have a screenshot.
There was a bug in the issue tracker recently that looked similar (issue 580802), it was marked as “closed by design” and has since been deleted. Google has a cache as of now: