Topic: Animation To Play As Is

So when I make an animation, I do it manually and by hand in the timeline and have a very specific amount of frames. When I get the animation preview, it turns up with extra frames at speed 1. And in those extra frames, it moves my characters' body parts. I put it on fixed speed so that it will play as is, but I still end up with much more frames. How can I make this not happen (It is undesirable for a 2D game/object to have this behavior and messes with the hit boxes locations on the sprite) How exactly is the frame data calculated? What script can I find this information?

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Re: Animation To Play As Is

That is odd. You said you are using 2D animations? Have you followed soonk's 2D sprites tutorial?
Also, which version of UFE are you using? (Lite, PRO, Source, etc..)

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3 (edited by Yin 2019-01-08 09:16:38)

Re: Animation To Play As Is

Hi Mistermind, thank you for your reply.

I am using Source version and yes, I've followed the tutorial that you mentioned. My animation (7 Frames)

https://i.imgur.com/Wlgki0Q.png

Don't get me wrong, everything seems to work, but just having those extra frames messes with timing especially when it comes to throws and I have to have the frames synced.

You can see how the hit boxes are effect by scrubbing through them. You can see during the newly created "tweening" frames that the hit box is not matching up.
https://streamable.com/hh2xw

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Re: Animation To Play As Is

Setting my animation to 60 frames in Sample, fixes this problem. I guess we can call this solved smile

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