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Question by dougfight · Jun 29, 2020 at 06:09 PM · mecanim

How to ignore the initial status animation of a mechanical layer

Good afternoon I would like help if possible.

I have my base layer with normal animations, crouching and crawling. They all work correctly. My problem is occurring when I call the layer that rotates only movements with arms. It happens that the arms are giving animation error before entering the correct animation because I have sub status dividing the actions that should be done according to the proposed id. However, before entering the correct id, the mechanism runs the default animation of the layer to which it creates the animation deformity before entering the correct one.

I would like to know if the mechanism has to ignore this initial default animation and enter the status I want without having this error.

Example: Imagine the character standing still, with arms stopped down. Now imagine him in an action position or according to an item or pointing a gun. When I enter the mechanim layer that moves only the arms, it touches the animation of the character with arms stopped down and only then goes to the animation I want.

Sorry the English!

Thank you.

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