What is best practice when exporting looping animations for use in a realtime 3d game engine? for example: looping walk cycle (frame 0 and frame 100 are identical) 1. set start frame to 0, end frame to 100, export or 2. set start frame to 0, end frame to 99, export Option 1: duplicate frame data but curves placed end on…
Just got back from vacation, but wanted to make an example for this question. I don't mean contradict musashidan and Mark, but it depends on the game engine you are working with. For Unity you do want to keep the duplicate frame at the end. The example below is a one second animation slowed down to 10 seconds in Unity.…
Thanks for the reply. totally not the answer i was hoping for as now I have a bunch of re-exporting to do. My animations are all full length, and our outsourcer's are all one frame short. Although I can't notice any skipping in engine... I have done this for pre-rendered sprites before because you obviously don't want…
thanks for the reply. I trust with both of your experience that you are correct. But do you know what's going on the engine to make this correct? I can't wrap my head around how this could be correct when a portion of the full curve is clearly missing from the data (and i guess cannot be interpolated). Imagine an extreme…