Author Topic: Animation delay [STILL AWAITING HELP]  (Read 1482 times)

I tried animating a playertype, but there's always a delay between animation loops.
How to fix/ make it less?
« Last Edit: June 04, 2012, 05:50:20 AM by Pompmaker1 »

Perhaps you mistyped the start and end frames when you exported it?

Perhaps you mistyped the start and end frames when you exported it?
Nope.
Start and end frames are perfectly aligned.
Maybe a script error?

It's possible. Post the part that calls the animation.

Code: [Select]
   sequence0 = "./am_root.dsq root";
   sequence1 = "./am_run.dsq walk";
   sequence2 = "./am_run.dsq run";
   sequence3  = "./am_run.dsq back";
That should do...
Also, the exporter window:

Enough, or do I need to post more?




Honestly, help.
I need help urgently on this.

I am just guessing. Try make those animation non-cyclic even though the reference says those should be looping sequence.

By the way, just curious how long is the delay?

Here is the reference you may want to check http://docs.garagegames.com/torque-3d/reference/classPlayer.html

What sort of delay? Does the animation outright stop before starting again or does it just slow down?

If it's the former: is "interpolation" set to "linear"? In the action editor, try highlighting the first and last keys of your looping animation and go to "keys -> interpolation mode -> linear" or something like that. What this does is it removes the easing in and out between keys, and in certain cases makes the looping more seamless.

Also, does the delay exist when you play back the animation in blender (you can make it loop in the timeline), or is it only in-game?

.dsq files are only to make the animation reusable with other .dts models.  If you don't need to do that try disabling it and see if that helps.