• Bugs
  • Odd behavior with mixing and timeScale

This may not technically be a bug, but more like undesirable behavior that I thought was weird. When playing a new animation and setting the timeScale to play for a specified time, the previous animation will be mixed with the timeScale resulting in the previous animation to look slowed down or sped up.

Example: I have a character with several attack animations - the duration of these animations can be changed during gameplay, so I need to set the exact duration of the attack by setting the time scale. Now if my character is running and I perform an attack, the run animation will be slowed down/sped up which looks very strange.

FYI - I can fix this behavior by commenting out the time scale when applying the mix time like so:

to.mixTime += delta;// * to.timeScale;
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Are you setting AnimationState timeScale (affects all animations) or TrackEntry timeScale (affects a single animation)?

8일 후

Setting it on the TrackEntry

Just a guess.
Playing a new animation at a low timescale caused the mixing to slow down as well. Whatever bones were keyed in both animations would be affected by the slow transition, making it look like it was slow, but it was just in the middle of a very long mix duration.