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Question by nachilau · Nov 27, 2015 at 10:06 AM · animatoranimation controller

Anyway to keep the animation state after calling rebind()?

I am trying to detach a child object while changing to another animation state, here is my code

 myAnimator.SetBool("ToRunAnim", true);
 childObject.transform.parent = null;
 myAnimator.Rebind();
 

Of course, by doing that, what happen is the animator will reset back to the default animation state, and all animator parameter also get reset too. However, it is very undesirable since I loss my whole animation state in order to just detach a child from the animation. Is there any way to save the whole animator state or better way to detach a child from the animation without loss the whole animation state? The only way I can think of so far is actually hide the child object and spawn another object with the same transform which simulate the child, but in some situation, this approach is not possible, is there any better way to tackle this problem?

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Answer by zrrz · Feb 06, 2016 at 02:28 PM

You can store the anim info before hand and then use the Play method at that time to set it back.

     float time = anim.GetCurrentAnimatorStateInfo(0).normalizedTime;
     int nameHash = anim.GetCurrentAnimatorStateInfo(0).nameHash;

     anim.avatar = newCharacter.GetComponent<Animator> ().avatar;
     Destroy (newCharacter.gameObject);

     yield return new WaitForEndOfFrame();
     controller.GetComponent<Animator>().Rebind ();
 
     anim.Play (nameHash, 0, time);
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avatar image sschoellhammer_snowprint · Mar 25, 2020 at 11:35 PM 0
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Just in case somebody comes across this, to avoid a pop when switching skeletons it helped for me to not wait for the end of frame but rather re-parent the existing skeleton out (and also destroy - which then happens at the end of the frame)

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Answer by 562873336 · Nov 09, 2016 at 01:03 PM

@zrrz your code lost transition. ex: Rebind after CrossFade immediately

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