"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses

OLD - Anim - Jun 5, 2015

"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses. See attached example assets ...

Turning off Apply Wind after switching tabs crashes editor

OLD - Anim - May 27, 2015

In the Skeletal Mesh editor, turning Show>Clothing>Apply Wind while switching tabs causes a crash. For example, turn it on while in the Mesh tab. Switch to Animation Tab and then back to Mesh. Turn ...

Crash in Retarget Manager with Humanoid Rig when trying to re-assign a bone to a node

OLD - Anim - May 26, 2015

Crash in the Retarget Manager with Humanoid Rig when trying to re-assign a bone to a node. Happens particularly when there is already a bone selected and you want to select a new one. [Link Remove ...

With root motion, AnimSeq moves in Persona when Additive Anim is enabled

OLD - Anim - May 26, 2015

Animation Sequence preview moves from the origin with root motion enabled and either local or mesh space selected for the Additive Anim Type. Example Project: [Link Removed] ...

Editor not properly handling frame ranges for 60fps animations

OLD - Anim - May 21, 2015

The editor does not seem to be handling frame ranges properly for 60fps animations. Say you have a 200 frame animation that spans frame 0-200. Upon import it will be 201 frames. If you set the ra ...

Cached State Machine is re-initialized whenever cached pose is referenced

OLD - Anim - May 19, 2015

This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...

Select Node not supported in AnimGraph, but still remains a selectable option

OLD - Anim - May 18, 2015

In the answer provided by the developer for AnswerHub question, "Select Node" is not supported in the AnimGraph. However, the user is still able to select and add this to the AnimGraph which is caus ...

Adding key frames to an animation will cause the editor to crash

OLD - Anim - May 13, 2015

When the use adds key frames to a new animation sequence and then compiles and saves the editor will crash. ...

State Machine Transition Order of Execution appears to be out of order

OLD - Anim - May 13, 2015

Licensee has called out a strange order of execution when a state machine begins a transition to another state.The condition for the transition A -> B is evaluated as trueThe condition for the trans ...

Importing skeletal meshes with uniform scale >1 causes rotation in skeletal mesh editor to improperly register

OLD - Anim - May 11, 2015

If a skeletal mesh is imported with a uniform scale of >1, the rotation feature in Persona will not rotate bones at the proper ratio. The meshes rotation will slow down as the uniform scale increase ...