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c4cc

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Viewing 15 posts - 121 through 135 (of 478 total)
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  • c4cc
    Participant

    https://drive.google.com/file/d/1Bkm0xtHF2lvWBo5eaWG3aId2U7IA7u2j/view?usp=sharing

    Thanks, I’ll check this out and get back to you later

    For some unknown reason you usually use frame 1 as the first frame for your animations and also you set the playback range as 1…n. After exporting frame 1 becomes frame 0. The first frame in Verge3D is always 0 frame.

    Even here frame 1 is assigned as first frame?

    o46x1

    This time I did shift all the animation frames back by -1 in my blend file. So frame 1 was now frame 0, etc.

    Exported this to gltf even. Yet sadly I still have the same problem in verge3d

    Update: I may have solved the problem by going to render > verge3d settings > animation and unchecking “keyframe starts with 0”. Why weren’t we told to untick this option?

    • This reply was modified 5 months, 3 weeks ago by c4cc.
    • This reply was modified 5 months, 3 weeks ago by c4cc.
    • This reply was modified 5 months, 3 weeks ago by c4cc.
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    c4cc
    Participant

    I see. It makes sense. I thought, frame 0 is not played by verge3d animations. Read somewhere we have to set animation starting at frame 1 – as 1…n and onwards is only played.

    • This reply was modified 5 months, 3 weeks ago by c4cc.
    • This reply was modified 5 months, 3 weeks ago by c4cc.
    c4cc
    Participant

    For some reason, my reversed animation frames does not match with the original.

    But when I changed 55 to 54 in the reversed animation frame, the reversed animation frames now adds up with the original.

    Even though the original animation frames is 55 to 60, why is it the reversed animation doesn’t fully play this animation in reverse when its frames are 55 to 60? Instead, it finishes before the last intended frame

    • This reply was modified 5 months, 3 weeks ago by c4cc.
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    c4cc
    Participant

    On second thought, I went to this verge3d tutorial at 5:48 – 6:10 and now it seems to work

    o46x1

    my puzzles

    o46x1

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    in reply to: Sneak peek animation not moving in coordination #77069
    c4cc
    Participant

    Also, in another blend file, why is there animation clipping in sneak peak, but fine in blender? How to get rid of clipping in sneak peak?

    o46x1

    o46x1

    • This reply was modified 5 months, 3 weeks ago by c4cc.
    • This reply was modified 5 months, 3 weeks ago by c4cc.
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    c4cc
    Participant

    all required sub-animations and play them from frame to frame when needed

    I have tried this but sadly it didn’t work for some reason

    • This reply was modified 5 months, 3 weeks ago by c4cc.
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    c4cc
    Participant

    Puzzles update:
    dash double-tap
    o46x1

    o46x1

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    c4cc
    Participant

    You can’t play the legs animation from 31 to 39. After cloning it has only 9 frames, from 0 to 8. The same with other animations. They are short.

    Thanks for this answer, it makes sense.

    Nope. You can create one animation containing all required sub-animations and play them from frame to frame when needed.

    Instead of playing from frame to frame you can cut one animation into several parts and play them individually.

    Why are we only limited to this, and not as I mentioned below:

    Late reply, I noticed here you cloned an animation clip to play from frame to frame. Why can’t we simply play frame to frame, using “Play animation puzzles”? Or using “Get animation of”? Or even “Select an animation clip”?

    Is there a difference between these 4 ways of playing from frame to frame?

    c4cc
    Participant

    Done, still not working :unsure:

    I’m trying to freeze an animation after it plays for 2 seconds, then play it in reverse

    • This reply was modified 5 months, 3 weeks ago by c4cc.
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    c4cc
    Participant

    Also, why can’t I play an animation in reverse? I can play a cut clip:
    o46x1

    But in reverse, it doesn’t work:

    o46x1

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    c4cc
    Participant

    Why do we have to clone parts of animation to play those parts, and not simply play part of the original clip when needed?

    c4cc
    Participant

    Nope. You can create one animation containing all required sub-animations and play them from frame to frame when needed.

    Instead of playing from frame to frame you can cut one animation into several parts and play them individually.

    Why are we only limited to this, and not as I mentioned below:

    Late reply, I noticed here you cloned an animation clip to play from frame to frame. Why can’t we simply play frame to frame, using “Play animation puzzles”? Or using “Get animation of”? Or even “Select an animation clip”?

    Is there a difference between these 4 ways of playing from frame to frame?

    c4cc
    Participant

    I’m trying to play animation from frame to frame when keys are pressed, yet it doesn’t work

    • This reply was modified 6 months, 1 week ago by c4cc.
    • This reply was modified 6 months, 1 week ago by c4cc.
    c4cc
    Participant

    Late reply, I noticed here you cloned an animation clip to play from frame to frame. Why can’t we simply play frame to frame, using “Play animation puzzles”? Or using “Get animation of”? Or even “Select an animation clip”?

    Is there a difference between these 4 ways of playing from frame to frame?

    • This reply was modified 6 months, 1 week ago by c4cc.
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    in reply to: Sneak peek animation not moving in coordination #76613
    c4cc
    Participant

    Also, what is the purpose of “Export Playback Range” and “Bake Armature Actions” here? Do I have to check those boxes?

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Viewing 15 posts - 121 through 135 (of 478 total)