First post here, I hope everyone is doing well
I am working on my thesis project, a small experimental video game about social situations and observation. I designed a small controller for making a group of similar characters be animated simultaneously. I did this by using bone constraints attached to a "mother armature" that moves all IKs in the different character armatures.
My idea was to bake then the animation on the particular bones of each character in order to import them to Unity.
But in general, I am having a hard time understanding Actions, as they transform my characters, not letting me return to a previous state, and they also seem to deactivate animations. In this clip I show how different parts of the mother armature behave differently with no apparent reason: In the walking animation, I have a Neck, and Two legs controllers. Everything moves appropriately, but the moment I select a bone inside a character, only the legs stop moving. This also means when I bake the animation, only the neck is properly recorded.
I attach a small video showing this. I will continue reading about actions and trying different things to bake properly these animations.
Thanks for the Help !!
Not so long after writing the post, I realized efectively, the problem was action slots having animations/keyframes linked to those bones. The moment I cleaned the action slot, everything acted as it should, so the baking of the actions was possible.
When Action slot is used by other animation, the modifiers do not appear to work
When stashed, or deleted, the action slot becomes empty and constrains work perfectly