Problem:Animation stops momentarily when using playmaker.

Forums 💬 Slate Sequencer ⚙️ Support Problem:Animation stops momentarily when using playmaker.

Viewing 10 posts - 1 through 10 (of 10 total)
  • Author
    Posts
  • #20008
    wegwa
    Participant

      When used with playmaker + Slate (with playmaker extention), character animation stops momentarily at transitions between cutscenes. (Unity-Chan is sunk in the ground momentarily in the image)

      How can I make a transition with playmaker so that the animation is not interrupted?

      #20017
      Gavalakis
      Keymaster

        Hello,

        Thank you for the report. Here is a quick-fix to that behaviour (a more proper fix will be included in the next version). Please open up “AnimatorTrack_2017.cs” file and add the following line of code at the very start of the “PostUpdateMasterTrack” function at line #117

        if ( time >= endTime ) return;

        [attachment file=”QuickFix.png”]

        If you wish, I can also send you the whole file to an email.

        Let me know. Thank you!

        #20016
        wegwa
        Participant

          thanks.

          I tried your code but it still causes the bug.

          However, I solved this by transitioning a Playmaker state before ending the animation.

          By the way,there are some other issues. Should I ask them on another new topic or on Discode?

           

          #20015
          Gavalakis
          Keymaster

            Hello again,

            Does the characters still sunks into the ground pose momentarily after doing the code fix when changing from one cutscene to the other?

            ( Please note that smooth transitions between two separate cutscenes are not currently supported if that is what you are after however)

            If you have any problems at all, yes please post them here in the forums since it is better to track them down here.

            Thank you!

            #20014
            wegwa
            Participant

              Hi

              I’ve tried some animations and it’s probably happening when the end of the animation track and the end of the cutscene don’t match.

              The character does not sink in attached gif  that matches each other, but in the previous gif, the track was over the scene.

              This bug was happening whenever didn’t put in additional code.Thank you.

               

              Continue to the next reply.

              #20013
              wegwa
              Participant

                When using slate with playmaker, does not transition from a state with “Play Cutscene” and other actions to the next state.

                I want to detect player input during cutscene state processing.

                I’m sorry for the continuous posting.

                #20012
                Gavalakis
                Keymaster

                  Hello again,

                  Regarding the first issue, the next version will include a fix so that that there is no problem if the animation clip is over the cutscene length.

                  Regarding the second issue, I have just updated the playmaker integration package so that now the Play Cutscene action includes an Event parameter that is called when the cutscene is finished, so that you can make a custom transition. You need a custom transition since the Finish event is never called in your case because the Bool Operator is called “every frame”. Please re-download the integration package from the downloads page and let me know if that works for you.

                  Thanks!

                  #20011
                  wegwa
                  Participant

                    Hello.

                    Thank you fix them. It works well when playing two animation cutscene alternatly.

                    But when looping an animation through other state that not have cutscene,next loop start with 1frame T-pose and stops.

                    #20010
                    Gavalakis
                    Keymaster

                      Hello,

                      That is because moving from one state to the other takes a minimum of 1 frame, so when entering the state without cutscene, the character pose is becoming the default one. Does your character have a RuntimeAnimationController assigned in the Animator component?

                      #20009
                      wegwa
                      Participant

                        Thanks.

                        When attach any animator, T-pose is not shown.But when animation stops, charactor is with knee bent pose.

                        And in the previous post, I make a transition so that the animation loops.

                        But state stops at second animation.

                        Because second cutscene started and OnStop callback was null before the first cutscene stopped. So next event is not created.

                      Viewing 10 posts - 1 through 10 (of 10 total)
                      • You must be logged in to reply to this topic.