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Linear Animation

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Viewing 10 posts - 1 through 10 (of 10 total)
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  • #63361
    Webenart
    Customer

    Hi,

    I guess that is a but, but after changing the animation curve from the default to “Linear”, it messes the animation completely.

    In Blender looks great, after exporting it is just doing random stuff! if i keep it in “Bezier” it looks as it looks inside Blender.

    tried also older versions of Blender, not a fix. Is anyone having this issue?

    regards

    Webenart | Creative Websites
    webenart.com

    #63362
    kdv
    Participant

    Feel free to attach your .blend file. Nothing to answer for now…

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #63363
    Webenart
    Customer

    Here is the file

    • This reply was modified 1 year, 7 months ago by Webenart.

    Webenart | Creative Websites
    webenart.com

    #63372
    xeon
    Customer

    I actually had the same issue and sent it to S8S and got the following response.

    “Unfortunately this is not a bug, but a limitation of glTF format which can’t store Euler angles (only quaternions). Basically, the 0 and 360 rotation is the same, so the cube is motionless. To make it work you need to supply a couple of intermediate keyframes in-between.

    In the future we might consider developing some non-standard extension to glTF to support such cases.”

    I tried adding additional key frames and it just doesn’t work. So just have to manually adjust Bézier curves.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #63373
    Webenart
    Customer

    thank you very much i will give it a try.

    Webenart | Creative Websites
    webenart.com

    #63374
    kdv
    Participant

    To make it work you need to supply a couple of intermediate keyframes

    In fact it’s a working solution. With four keyframes (0°, 120°, 240° and 360°) rotation works as expected with the linear interpolation.
    https://v3d.net/j2h
    With three keyframes it also works but in the opposite direction…

    P.S. In one of my old apps, exported somewhere between 3.5.0 and 3.9.0, cyclic linear rotation works properly with just two keyframes :wacko: Now, if re-exported in 4.2.0-4.3.0 it doesn’t work )))

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #63379
    xeon
    Customer

    Using Blender 3.4.1 and Verge3d 4.3.1 you may find that after deleting the linear rotation keys that are causing a problem, the object still will not animate properly preventing even translational animation from working correctly in Verge3d 4.3.1. More testing needs to be done to see if replacing the keys, effectively over-writing the keys with new info will work but deleting them will not.

    Like KDV has mentioned older files created with older version of Blender and Verge3d are working without issue and do fail when brought into 4.2 or 4.3.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #65322
    xeon
    Customer

    Added a tutorial that provides four simple solutions.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #65324
    kdv
    Participant

    Or… just add two intermediate frames (120° and 240°) :unsure:

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #65325
    xeon
    Customer

    its an option for some but for those that dont want to add additional keyframes there are alternatives.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

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