I’m on Unity 5.4.1f1. I have a character that uses a generic avatar and a variety of imported animations that are set up in its animator controller. This works.
I want to add an animation state that uses an animation clip instead of an imported animation. I can create the clip and assign it to the animator. When I try to edit the clip in the Animation window via dopesheet, I can add keyframes, but I can’t edit them–they’re pinned to the starting values as set in the object’s inspector. I can edit the curves, but the correct keyframes aren’t reflected in the dopesheet and the values don’t change while playing.
If I remove the avatar assigned to the Animator, I can edit the clip via dopesheet normally. If I reassign the avatar after editing the clip, the keyframes just snap back to the default values for everything and nothing animates.
What’s going on here?