Search Issue Tracker
Duplicate
Votes
0
Found in [Package]
0.3.2-preview
Issue ID
1345700
Regression
Yes
Animation Rigging Weight is fixed on 1 when entering Play Mode
Reproduction steps:
1. Open project "Test Beta.zip"
2. Open Scene "SampleScene"
3. Enter Play Mode
4. From the Hierarchy tab, select GameObject "Rig 1" under Player > Humanoid
5. Change the Weight under Rig Component to something other than 1
Expected result: Weight can be adjusted to something other than 1
Actual result: Weight can't be adjusted to something other than 1
Reproducible with: 0.3.2-preview (2021.1.17f1), 1.0.2 (2020.3.14f1) 1.0.3 (2021.1.14f1), 1.1.0 (2021.2.0b3, 2022.1.0a1)
Not reproducible with: 0.2.7-preview (2019.4.29f1, 2021.1.17f1)
Could not test with: 2018.4.36f1 (Doesn't have the package)
-
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.
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
This is a duplicate of issue #1296482