MichelVictor đã viếtWell, what happened when I disable Custom MixMode it simply jump to 1 animation to another instantly without smooth. If I increase the transition time inside mecanim, it stay in the first animation during the transition and when the animation transition is over, it simply change to the next animation without any blend in between.
During a transition interruption, the result of e.g. a Bone rotation is as follows:
result = lerp(lerp(A, B, interruptionTimepoint), C, time);
However, this only applies when all three animations key the bone rotation. If only A and B key the bone rotation, you will end up with the static rotation of
lerp(A, B, interruptionTimepoint)
until the transition to C is complete, then as A and B are no longer playing, Auto Reset
takes effect and immediately clears the Bone rotation to setup pose. This is most likely why you see a non-smooth transition there.
So the fix should be to set keyframes as you pointed out in your first posting:
MichelVictor đã viếtSo I decided to create a keyframe for every bone on spine in the first frame, but it not worked as well.
The only way it worked is I create a animation with every single bone. Even to change 1 pixel or 1 degree. But it need at least 2 keyframes for each bone on rotation position and scale on each animation.
Did you perhaps enable Animation cleanup
at export as shown here? If so, then all keyframes identical to setup pose will be removed, which would explain why you are seeing no effect at setup pose rotation, but do see an effect with minimal rotation added. Could you please check whether Animation cleanup
is enabled and disabled it before a re-export?