Action loc & rot values being overwritten

Hi,

I’ve got an annoying issue with some of my actions I can’t solve. I have a rig with several actions. Some were imported and some weren’t. Whenever I switch to an imported action in the dope sheet, then back to the non-imported, the non-imported action seems to inherit some loc & rot value from somewhere.

I created this graphic to show the problem visually.





I checked the NLA editor, that only had the one track. I don’t change anything else other than the action (e.g. the frame is always at 0, armature always in pose mode)

What other settings am I not checking?

Can you post a blend? or a link to a blend? Could be several things.

Sorry, yep:

https://www.dropbox.com/s/3k9m17cpb231pbq/knight_se.blend?dl=0

It only has 3 animations there, try swapping between the “knockedoffhorse” animation and the other 2

You have two knockedoff horse in the nla. Get rid of the one you don’t need and you should be ok.It’s the bottom one.

I re-uploaded with only the correct action in the NLA. So under Knight there is always “no action” and under armature there is the animation.

Still happens.

Not sure what your looking at. But you have some keyframes on frame 1 and some on frame 0. If one of those is an issue then that may be your issue. Is that what your looking at? The movement because of the resetting due to different keyframe positions? If you want them to be the new one, then you need to move your fallen off horse to frame 1 instead of frame 0.

I re-uploaded a third version.

That has all frames beginning on frame 1 to rule that out, and only 1 action on the NLA.
I can still recreate the problem there :frowning:

One thing I notice is that there seems to be some data applied to the root bone in edit mode somehow - only for those 2 “imported” animations. So when you move to different frames the root bone moves… but it doesn’t on the knockedoffhorse (non-imported) animation.

Where might that loc & rot data be stored?

Check your outliner. you have two armatures, one parented to the other. If the parent moves the other moves.

Yes I see that. I can’t seem to delete it though…

Well anyway thanks for your input. I feel like I was so close to a solution. Annoyingly though I’ll have to do it the hard way and create some new animations specifically for that rig