Character Falls through floor when updating default idle animation

TwistedMyre

New member
I am having this odd issue when I update the default idle animation to one that I created. For example when I update the Idle1, 2, and 3 with the new Idle animation the character falls through the floor when entering play mode. The colliders are still enabled and are not disabled when entering play mode and nothing else is being changed either via code or manually. This also happens when I remove the 3-way blend tree shown below in the Alternate blend tree photo.

It does not happen when I swap it back to the original. What can cause this behavior? The documentation state I can just swap it out with my own barring any custom events that are in the animation itself.

Original default idle blend trees:
1714938473469.png


Updated blend tree with new idle.
1714938722573.png

Alternate blend tree:
1714939101838.png
 
Did you bake the y position into the idle animation? If the y position is not baked in, my next guess is that there is some vertical movement causing the root motion to move the character a large distance extremely quickly and the collision detection doesn't check for magnitudes that large.
 
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