Yes, I am using the modified animation state to avoid the dip.
Also, I don't know which bone it is - or which animation is leaving it modified - or I wouldn't need to debug it. :rofl:
The worst part is I can reproduce which in-game motions cause the bug 100% of the time - but in both cases, the same animation sequence is run... but with very slightly different timing, which makes this frustrating.
26 Dec 2016, 23:11
Yep, the checkbox helped - its a bone called the 'TranslateBone' - used to do root-motion type things. I sample the movement of this bone, subtract it out from the model, then apply it as a velocity to the character.
It appears that if the transition (mix) from the jump rising to jump falling animation is occuring when I trigger the 'Grab Corner" animation, it correctly sets all of the bones to the right positions.
If I trigger the Grab Corner animation while only one or the other is playing, the bone remains in the position it was in during the previous animation.

I need to tweak @BinaryCats editor, but you can see here - the first "Mantle High Idle" is the scenario where it worked - while the second is the case where it was broken. Same animation sequence.
27 Dec 2016, 08:28
Yay.
Fixed it by setting a key on the animation that was looping.
Still not sure why its value was persisting, but this works for now 🙂