Since Animation Rigging is now out of preview i really hope this is a bug and not desired behavior
KlutzyLinearAzurewingedmagpie
i’m sure the reason is because it uses burst / jobs in the background and the data is copied to native containers, but as a user i really don’t care. this is unusable…
the object is just an empty i created for the source object in the multi aim constraint. it has no parent transform so no animation should be interfering
I find a trick to work with this bug, you can disable animator component, then you can edit rigging component or transforms. And enable the animator component to see the results.
Hope the bug get fixed soon to do the things smoothly.
it’s been a while but as far as i remember and understand from the bug report it’s not the same. the game object i tried to move was not part of the animation but a pain empty go with no parent. also i was not able to edit any properties of the rig component and it was also not part of the animation. the whole hierarchy looked something like this (as suggested in the docs & that ninja demo video):
I’ve been running into this occasionally. I checked that all of my animation states have writeDefaults checked (with it unchecked, weights get frozen; with it checked, I can edit weights).
I can rotate the empty GameObjects that I’m using as sources for a Twist Chain constraint, but I can’t move them. They’re also getting moved out of their initial positions, which is strange. It’s like they’re being animated, but I’m pretty sure that there’s nothing pointing at them, and that nothing is referring to them by name.
Is there anything I can do to find out what’s animating their positions?