Bone performs 360 rotation when transitioning back to idle
I tried everything I can think of. Copying the keyframes from the idle animation to the attack recovery animation. Or just outright removing all rotation keyframes from that bone in the attack animations. It'll always do the 360.
Answer
Hi,
thank you very much for your support request. Instead of having two key frames that are far apart (rotation wise), add an additional key frame in the middle (with the correct rotation it should have at that point). The animation always takes the shorts rotation path between two key frames.
Please let me know in case you have any follow-up questions.
PS: In case you are using Euler rotation interpolation mode, also make sure to check out the curves view. It clearly illustrates how and why it performs which rotation.
Best regards,
Peter
Hi. Thanks for the quick response. It's two separate animations though. Playing the animations separately it's fine, they just do this when transitioning to eachother.
Oh then it's Unity's Animator component that introduces this rotation due to the transition. You might need to ask this question on the official Unity animation forum. I unfortunately don't have enough insights into Unity's Animator component to answer that question.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request. Instead of having two key frames that are far apart (rotation wise), add an additional key frame in the middle (with the correct rotation it should have at that point). The animation always takes the shorts rotation path between two key frames.
Please let me know in case you have any follow-up questions.
PS: In case you are using Euler rotation interpolation mode, also make sure to check out the curves view. It clearly illustrates how and why it performs which rotation.
Best regards,
Peter