Search Issue Tracker
By Design
Votes
0
Found in
2017.4.12f1
Issue ID
1091653
Regression
No
Using a loop pose in an animation slightly affects the mid-point of the animation
How to reproduce:
1. Open the user-submitted project
2. Enter Play mode
3. Click on the "Bounce, with loop-pose" button and observe the animation
4. Click on the "Bounce, without loop-pose" button and again observe the animation
Expected result: Both animations are the same
Actual result: The animation with a loop pose is off and doesn't penetrate the plane object
Reproduced in: 2019.1.0a5, 2018.3.0b6, 2018.2.13f1, 2018.1.9f2, 2017.4.13f1
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
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note:
This is the expected behaviour for loop pose, basically we compute the difference between the first frame and the last frame, then we add this difference progressively over the complete length of the animation, to assure that the first and last frames are the same.
This is why there is a loop light quality in the model importer, if the difference is too big the light will be red.