diff --git a/Assets/_Project/Animation/AC_EnemyTopDown.controller b/Assets/_Project/Animation/AC_EnemyTopDown.controller index f0172f630..0c0c36d84 100644 --- a/Assets/_Project/Animation/AC_EnemyTopDown.controller +++ b/Assets/_Project/Animation/AC_EnemyTopDown.controller @@ -42,7 +42,7 @@ AnimatorState: m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 - m_WriteDefaultValues: 1 + m_WriteDefaultValues: 0 m_Mirror: 0 m_SpeedParameterActive: 0 m_MirrorParameterActive: 0 diff --git a/Assets/_Project/Animation/AC_PlayerTopDown.controller b/Assets/_Project/Animation/AC_PlayerTopDown.controller index c8254075b..b61afe024 100644 --- a/Assets/_Project/Animation/AC_PlayerTopDown.controller +++ b/Assets/_Project/Animation/AC_PlayerTopDown.controller @@ -283,7 +283,7 @@ AnimatorState: m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 - m_WriteDefaultValues: 1 + m_WriteDefaultValues: 0 m_Mirror: 0 m_SpeedParameterActive: 0 m_MirrorParameterActive: 0 diff --git a/Assets/_Project/Scripts/Editor/EnemyRigTools.cs b/Assets/_Project/Scripts/Editor/EnemyRigTools.cs index 7818d71ec..15b28edce 100644 --- a/Assets/_Project/Scripts/Editor/EnemyRigTools.cs +++ b/Assets/_Project/Scripts/Editor/EnemyRigTools.cs @@ -146,7 +146,7 @@ namespace ProjectM.EditorTools var attackClipAsset = AssetDatabase.LoadAssetAtPath(AttackClip); var attack = sm.AddState("Attack"); attack.motion = attackClipAsset; - attack.writeDefaultValues = true; + attack.writeDefaultValues = false; // partial (Root-only) clip: MUST be false, else WDV resets every un-keyed bone (Hips/Spine/legs) to identity and the body collapses into the floor var toAttack = sm.AddAnyStateTransition(attack); toAttack.hasExitTime = false; diff --git a/Assets/_Project/Scripts/Editor/PlayerRigTools.cs b/Assets/_Project/Scripts/Editor/PlayerRigTools.cs index 3118a9e48..cd868aedf 100644 --- a/Assets/_Project/Scripts/Editor/PlayerRigTools.cs +++ b/Assets/_Project/Scripts/Editor/PlayerRigTools.cs @@ -50,7 +50,7 @@ namespace ProjectM.EditorTools if (swing == null) { swing = sm.AddState("MeleeSwing"); - swing.writeDefaultValues = true; + swing.writeDefaultValues = false; // partial (Root-only) clip: MUST be false, else WDV resets every un-keyed bone (Hips/Spine/legs) to identity and the body collapses into the floor var toSwing = sm.AddAnyStateTransition(swing); toSwing.hasExitTime = false;