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Tikithehut
11-13-2009, 07:09 PM
Hi All!

I've been working with 3DS lately to create some custom rigs and animations which has been good, but a learning process to be assured. I'm running into a small problem when I import them into unreal however. When I set the animations on my skeletal mesh, and have them loop, it always does has a noticeable start and stop point which keeps them animation from being seamless. It's like the loop doesn't interpolate from the last key to the first. The animation's start and end point are exactly the same, so it's not an issue of positioning.

What is a good way to make those looping animations seamless? Thanks much, still learning the basics on all this!

-Tiki

Tikithehut
11-16-2009, 06:40 PM
Figured it out a simple way of doing it: shave off the the last one or two (and sometimes first) animation keys when digesting the animations into ActorX.

Though likely when I gain more experience in animating I'll figure out how to create animations that are more amenable to being looping.