Values differents between animation and ingame

Hello,

I’m a creating a little looping animation where I modify the transform position of a gameobject child of a dummy.
In the animation, I set the z position switching between -4.27 and -3

When I test ingame, the z value of the transform switches between a near 0 value and ~3.27. I don’t understand why the value isn’t the one set in animation (despite the fact that the delta is good)

Have you any ideas ?

Thank you

The animation will be relative to the parent. So, you are probably seeing the world coordinates in your transform, while the animation is changing the local coordinates.

I am not supposed to see world coordinates. Coordinates in transform inspector and in animation are both local.

Bump !

I uplaoded two images.
One shows the transform values when animated ingame .
The other one shows the values in the animation panel on different keys.

See ? Same delta between the values, but a difference of height.

2934536--217061--Sans titre2.png

When I add a key in frame 0 whose position in 0, the animation play well. Is this a behaviour of the animation to consider the first frame as the real current transform position and overwrite the value set in the animation with the current one ? And then overwrite the key values in next frames accordingly ?
Because this is what seems to happen but I don’t understand the benefit of such a behaviour.

I can’t leave it like that because the animation is looping…