Comments (5)
Looks like the issue lies with the animations having different lengths. The code uses the longest animation length for all of them which causes issues with the shorter length run animation (making it faster and resetting it when it is suppose to be looping instead). Not sure how to best handle this. We could set the length of the edge cases to use the specific animation length but it may cause inconsistencies when the x value is changed to something other than the edge case. Any thoughts on the best way to handle it?
Seems like unreal engine uses Sync groups https://docs.unrealengine.com/5.3/en-US/animation-sync-groups-in-unreal-engine/
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For a quick "fix". We could adjust the animations to be the length of the longest animation in the blend space and slow down the speed to match the length difference... It would be a fix for the animation playing faster anyways. Thoughts?
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It seems like the blended animation also does not loop. 0.677... speed on the running animation looks like it matches with the original but I could be wrong.
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It seems like the blended animation also does not loop. 0.677... speed on the running animation looks like it matches with the original but I could be wrong.
Yeah you can see it glitching part way through.
Also just tested this on 1.8 to make sure and it is the same.
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the animation speed is incorrect or inconsistent with source asset when using multi blend in noticed this some time ago
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