Search Issue Tracker
Active
Votes
0
Found in
2022.3.59f1
6000.0.41f1
6000.1.0b9
6000.2.0a6
Issue ID
UUM-100110
Regression
No
Clips animation mask definition is set to "None" but created clip has a mask applied when importing an .fbx asset
Steps to reproduce:
1. Open the attached “UnityCoreTesting.zip” project
2. In “Assets/Art” open “TestAnimation.fbx” in the Inspector Window
3. In the Inspector Window open the “Animation” tab
4. In the “Clips” section remove the “Armature|Idle_Bugged” clip
5. Add a new Clip
6. Select the New Clip
7. Open the Mask Foldout section
8. Observe that the Definition is set to “None”
9. Open the Transform Foldout section
10. Observe the results
Expected result: “No transform mask defined, everything will be imported” is shown
Actual result: The mask is applied from the “Armature|Idle_Masked” clip
Reproducible in: 2022.3.59f1, 6000.0.41f1, 6000.1.0b9, 6000.2.0a6
Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environment tested
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on DualThreadAllocator<DynamicHeapAllocator>::TryDeallocate when opening a specific project
- Crash on memset_repstos when pressing a UI button while in Play Mode
- Terrain Tree cast Realtime and Baked shadows simultaneously when "Mixed" Light mode and "Subtractive" Baked Illumination is used in Edit mode
- OnPostprocessAllAssets() is not called for a modified Prefab when another Asset is set Dirty in the same callback
- [Android] UIToolkit ClickEvent is fired when the device is rotated
Add comment