Hello, thanks for taking a sec to troubleshoot with me.
I am trying to build ensembles for an animated pose spot, but I seem to be running into a flash frame error between the ensembles. It almost feels like the avis try to reset briefly between playing them because their heads turn in odd directions even with disable gaze is turned on. I'm fairly certain the poses flow together because the exported files themselves are broken up from one long animated file.
Here's what I'm trying to do...
Import
anim-action_a_back.fbx
anim-action_a_cheek.fbx
anim-action_b_back.fbx
anim-action_a_cheek.fbx
Couples_Furn_Base.fbx
Create an action called stance.avi_a and add two ensembles.
1st ensemble uses anim-action_a_back.fbx in skeletal animation and morph animation.
Only changes made to the prompt are:
Loop Duration: 89-514 with 3 loops (also applied in the morph animation section)
Disable Gaze ON
2nd ensemble uses anim-action_a_cheek.fbx in skeletal animation and morph animation.
Loop Duration: 197-323 with 3 loops (also applied in the morph animation section)
Disable Gaze ON
I repeated the process for a stance.avi_b action using the "B" versions of these FBXs.
When I create these items and use a loop of 1, the actions flow seamlessly into eachother. However if I increase the loops to make the back or cheek movements longer, suddenly the transition between them is very noticeable from a flash frame of random movement. The flash frame does appear to be the same, but I feel at a loss as to why it's happening.
I did try changing the composition from average to replace but it doesn't make a difference. My understanding is that the composition just effects the transitions between ensembles? No amount of blending seems to remedy...
Could you take a look and let me know if you're running into the same issue? Genuinely unsure if it's a me problem or a bug? Thank you kindly!
Hello, thanks for taking a sec to troubleshoot with me.
I am trying to build ensembles for an animated pose spot, but I seem to be running into a flash frame error between the ensembles. It almost feels like the avis try to reset briefly between playing them because their heads turn in odd directions even with disable gaze is turned on. I'm fairly certain the poses flow together because the exported files themselves are broken up from one long animated file.
Here's what I'm trying to do...
Import
anim-action_a_back.fbx
anim-action_a_cheek.fbx
anim-action_b_back.fbx
anim-action_a_cheek.fbx
Couples_Furn_Base.fbx
Create an action called stance.avi_a and add two ensembles.
1st ensemble uses anim-action_a_back.fbx in skeletal animation and morph animation.
Only changes made to the prompt are:
Loop Duration: 89-514 with 3 loops (also applied in the morph animation section)
Disable Gaze ON
2nd ensemble uses anim-action_a_cheek.fbx in skeletal animation and morph animation.
Loop Duration: 197-323 with 3 loops (also applied in the morph animation section)
Disable Gaze ON
I repeated the process for a stance.avi_b action using the "B" versions of these FBXs.
When I create these items and use a loop of 1, the actions flow seamlessly into eachother. However if I increase the loops to make the back or cheek movements longer, suddenly the transition between them is very noticeable from a flash frame of random movement. The flash frame does appear to be the same, but I feel at a loss as to why it's happening.
I did try changing the composition from average to replace but it doesn't make a difference. My understanding is that the composition just effects the transitions between ensembles? No amount of blending seems to remedy...
Could you take a look and let me know if you're running into the same issue? Genuinely unsure if it's a me problem or a bug? Thank you kindly!
Attachments (5)
AnimationAct....fbx
3.61 MB
AnimationAct....fbx
3.74 MB
AnimationAct....fbx
2.66 MB
AnimationAct....fbx
2.67 MB
CouplesFurnBase.fbx
25.5 KB
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