I have an animation loop that has an object translate and scale to one point over the course of 30 frames and on the 31st frame it would have another key to place it back were it began in the 1st frame. The problem arose when I played it in spine and saw just for a fraction of a second, the object was seen quickly going back to the first point despite there being no in between frames. I thought this was just a spine thing but the same issue is happening in Unity.
Does anyone know what I did wrong, was there a proper method to imitate teleportation or a way to adjust the frame rate in either Spin or Unity? Please help and thanks.
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- Posts: 5
You can hold shift in Spine while you scrub the timeline to see how interpolation is applied between frames. When looping an animation, you do not need to set a key on the last frame if you want it to snap back to the first frame. Otherwise, when you have unwanted interpolation you would use a key with a stepped curve.
- Posts: 8536
Oh thank you. I actually had more planned to come after the snap back so it was only a small part of the animation loop, however by changing the keys on frame 30 to a Stepped Curve, I have gotten rid of the unwanted interpolation. Much appreciated thanks.
- Posts: 5
Nate, excellent tool! thanks a lot for the advice!
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