The position of a previous animation can affect the next animation
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- Rust
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Description
## Bevy version
0.12/main
## What you did
Switched between animations.
## What went wrong
- what were you expecting?
The animations to play at the same way.
- what actually happened?
The position of the previous animation can affect the next animation
## Additional information
In this video I go to the walking animation and pause it at it's peak, then I switch to the floating animation which now plays at a higher position than it should.
Then I cycle through the animations back to the floating animation while paused to show the correct position.
https://github.com/bevyengine/bevy/assets/29694403/802bce4a-7c4d-45ea-9e2b-6664be8db3ed
My guess is that the transforms animated by the previous animation but not by the next one are not reset to their base state.
So we need to store the base state of the transform hierarchy beneath the animation player and restore it when a new animation is played. This has to work with transitions which makes it more difficult.
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Assessment
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