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)
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.
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…