Open via5 opened 3 years ago
Is Timeline using links as some sort of a relative transform for movement? If I create an animation, then link the controller to something but keep position/rotation to On, the animation completely breaks.
Okay, removing the call to RestorePreLinkState()
while keeping the controller linked (but On
for position/rotation) does something I don't understand to the controller. Timeline is moving it very far from where it's supposed to be but seems to be keeping the relative movement correct. For now, I've commented out the whole of GetLinkedRigidbody()
and made it just return null
.
This'll work since it will always user whatever's parented to the object directly. If this works for you case it's fine, to be honest there's digging to be done here and whatever I do will be a breaking change... but yeah it's a mess that I hope to fix when I have more contiguous time to do that kind of research...
Believe it or not this will be fix in the next major version of Timeline. I found a much more sound method to keep things clean.
A
and "Link To" tohip
(nothipControl
)headControl
as a controllerSelecting the Persons' head again shows that the link has been reset to None. This doesn't seem to happen when linking to
Xcontrol
instead of justX
.As a temporary fix, commenting out
controller.RestorePreLinkState();
inFreeControllerAnimationTarget.GetLinkedRigidbody()
fixes it, but I don't understand what it does or what I break by doing that.