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c4cc
Participanthttps://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?
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?
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This reply was modified 5 months, 3 weeks ago by
c4cc.
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This reply was modified 5 months, 3 weeks ago by
c4cc.
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This reply was modified 5 months, 3 weeks ago by
c4cc.
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Participantc4cc
ParticipantFor 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
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This reply was modified 5 months, 3 weeks ago by
c4cc.
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This reply was modified 5 months, 3 weeks ago by
c4cc.
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ParticipantOn second thought, I went to this verge3d tutorial at 5:48 – 6:10 and now it seems to work
my puzzles
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ParticipantAlso, 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?
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c4cc.
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This reply was modified 5 months, 3 weeks ago by
c4cc.
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c4cc.
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Participant2024-08-28 at 2:45 pm in reply to: Keyboard Events unresponsive after double tapping key event input/function #77057c4cc
Participantc4cc
ParticipantYou 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
Participantc4cc
ParticipantAlso, why can’t I play an animation in reverse? I can play a cut clip:
But in reverse, it doesn’t work:
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ParticipantWhy do we have to clone parts of animation to play those parts, and not simply play part of the original clip when needed?
c4cc
ParticipantNope. 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
Participantc4cc
ParticipantLate 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?
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This reply was modified 6 months, 1 week ago by
c4cc.
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