Curves looping to the Left
Hello, I've wanted to know if there is a way OR if it could be implemented a way of looping the curves also to the Left (they do only to the right, right now)
My Animation goes from 0 to 1:12 but in this case, I moved some properties to the right (pardon the top selector, the idea is to still export the animation at 1:12)
And we can see that the keys are only looping to the right, but since they are not looping to the left, they also create a space where they are not animated
This is useful when making Overlaps because you animate the three bones per example and start offseting in the curves the others by a few frames, per example Bone01 starts at 0 to 6, Bone02 2 to 8, Bone03 4 to 10, but the clip only lasts 6 frames, and if they are looping, a nice overlap animation is easily made.
Hope I explained myself well, I haven't found info about this, thanks!
Answer
Hi,
thank you very much for your support request.
Currently something like this can only be done manually by duplicating the keys to the left.
I've taken a note regarding your "looping to the left" feature request on my "ideas for the future"-list but I see a few difficulties implementing such a feature:
1) If you do not shift the keys exactly the correct number of frames to the right, the animation wouldn't loop (as it starts/ends at the wrong phase of the animation).
2) I think Unity's animation format does not natively support something like this. So UMotion would need to bake this effect into the exported animation rather than writing the animation data 1:1 into the *.anim file.
Thanks for sharing the idea, I'm going to consider implementing something like this in future versions of UMotion but can't promise anything as of right now.
Best regards,
Peter
Hello, thanks for the quick anwser
As you say that this can be done by manually duplicating the keys to the left, is not entirely true, but can be done, since it forces you to make split a smooth curve in two, instead of relying in the eases
1 - Yes, you are right, but this is typical use of more expert animators
2 - This is the blow, indeed, I tought it did, but it seems to only do that in serialized curves in scriptableobjects per example, not on the animation, unity's surely lacking :(
I will be nice to have tho, Thanks a lot.
Thanks for sharing your thoughts on this. I'm going to consider this for future updates :-)
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
Currently something like this can only be done manually by duplicating the keys to the left.
I've taken a note regarding your "looping to the left" feature request on my "ideas for the future"-list but I see a few difficulties implementing such a feature:
1) If you do not shift the keys exactly the correct number of frames to the right, the animation wouldn't loop (as it starts/ends at the wrong phase of the animation).
2) I think Unity's animation format does not natively support something like this. So UMotion would need to bake this effect into the exported animation rather than writing the animation data 1:1 into the *.anim file.
Thanks for sharing the idea, I'm going to consider implementing something like this in future versions of UMotion but can't promise anything as of right now.
Best regards,
Peter