Search Issue Tracker
Won't Fix
Votes
1
Found in [Package]
1.0.3
Issue ID
1296482
Regression
No
[Animation Rigging] Animation states without Write Defaults enabled locks Constraints
How to reproduce:
1. Open the user's attached project ("AnimationRiggingWriteDefaultsIssue.zip")
2. Open "BugReport" scene
3. Enter Play mode
4. Try to move the position of "SourceObject" in the Scene view
5. Notice you can't.
6. Exit Play mode
7. Open the asset called "AnimatorController"
8. Click on the Animation state
9. Enable "Write Defaults"
10. Enter Play mode
11. Try to move the position of "SourceObject"
12. Notice you can
Expected results: Constraints are not locked and you're able to move "SourceObject"
Actual results: You can't move "SourceObject"
Reproducible with: 2019.4.16f1, 2020.1.17f1, 2020.2.1f1, 2021.1.0a10 (Animation Rigging 0.1.2-preview - 1.0.3)
Could not test with: 2018.4.30f1(No Animation Rigging)
Comments (1)
-
ddemon26
Sep 13, 2024 21:45
Just change the system, forget about the existing users. they most likely move to Godot anyways.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
- Longer Shader Graph Property Reference names breaks VFX Graph Output Particle Node
- Inconsistent hotkeys in the Terrain tool with the "Terrain Tools" installed and not installed
- "DebugAllocatorMode" option changes when changed in another Editor instance
Resolution Note:
Unfortunately, we can't change this behaviour in the Animation system.
Animation Rigging relies on the animation mask to decide whether or not it should read values from the scene (when values are not animated), or use the animation stream (when values are animated). However, when writeDefaultValue is set to false on a state, the animation system will force the animation mask for all properties, thus, forcing the animation stream into Animation Rigging.
Changing this behaviour now in the Animation system would break existing user workflows.
As a workaround, you could write a custom constraint to sync in scene values in the animation stream before evaluating the rest of your rig.