When I reset all bones the curves are going crazy
Hi,
I have an animation with only 2 keyframes, it is a hand going from an idle to a close state.
Finally I like better when all the bones are reset than my close state.
If I click on reset all bones on my second keyframe, perfect, it takes the right position.
But if I go through the animation it does crazy things, the fingers instead of going simply from A to B are doing strange circles.
If I look into the curves before it was straight lines and now it is curves, I tried to change everything but I never have the result I want.
Is there a way to correct that?
Answer
Hi, Cedric Maussion,
Thanks for your feedback :)
I've just tried with a simple hand model on Unity5.3.0f3 on Win10 system. You can see it in the video below.
Em, what's the unity version are you using?
Please check that there's compatibility issues on some versions,
http://www.tmpxyz.com/Skele/docs/84-utility/81-f-a-q#known-compatibility-issue
You could also check the F.A.Q. section:
http://www.tmpxyz.com/Skele/docs/84-utility/81-f-a-q#why-is-my-rotation-twisted-when-animated
Tell me if it's not solved,
Best regards,
Hi tmpxyz,
Thank you so much for the answer and to take the time to make a video to demonstrate :-)
I am using Unity 5.5 and I think my problem is not clear, a video would help better :
Regards,
Cédric
Hi, Cedric Maussion,
Thanks a lot for your time to make this video :)
It kinda looks like an issue of AnimationWindow recording wrong rotation info, or maybe I call the internal API in a wrong manner, I need to have a check.
Could you do me a favor to send me the model for debug?
Best regards,
Hey tmpxyz,
Of course I can, I just sent you an email.
Thank you so much for your very professional support.
Hi,
Here's some update :)
This seems to be related to this active issue of AnimationWindow, we have been utilizing a workaround to bypass it since Unity5.4.
But it seems that the workaround doesn't work as well as before. I've sent bug-report to Unity on that, hope they would raise the priority for fixing it. You could also vote on this issue to make them put more focus on that.
Meanwhile, after some serious debugging and many dumb tries, I've finally found another workaround here, should be able to fix this for now, the new version will be submitted soon.
I will edit this post when I finish submitting the fix.
Hi,
I just submitted the Skele v1.9.7 p3 to AssetStore, it implements the new workaround for the issue mentioned above.
I've tested with the hand model you sent me on Unity5.6.0p7, it works fine here.
The package should be online within hours, be sure to tell me if you find new issues,
Best regards, :)
Customer support service by UserEcho
Hi,
I just submitted the Skele v1.9.7 p3 to AssetStore, it implements the new workaround for the issue mentioned above.
I've tested with the hand model you sent me on Unity5.6.0p7, it works fine here.
The package should be online within hours, be sure to tell me if you find new issues,
Best regards, :)