If you are playing an animation thats not a walk cycle (or an animation that loops seemslessly)
For example, a player needs to crawl up a ledge, or move forwards off their origin point, then when you use the "has looped" action, to play another animation after it, it will play the first animation from the beginning for 1 frame, thus creating a visually hiccup.
Ideally there would be a action such as "on animation (your animation) has finished" similar to how construct handles animations with sprites. And on the last frame of the animation it would allow you to goto another animation.
Has looped only works with animations that loop.
perhaps there's another way to make animations play back to back without hiccuping?
If you are playing an animation thats not a walk cycle (or an animation that loops seemslessly) For example, a player needs to crawl up a ledge, or move forwards off their origin point, then when you use the "has looped" action, to play another animation after it, it will play the first animation from the beginning for 1 frame, thus creating a visually hiccup.
Ideally there would be a action such as "on animation (your animation) has finished" similar to how construct handles animations with sprites. And on the last frame of the animation it would allow you to goto another animation.
Has looped only works with animations that loop.
perhaps there's another way to make animations play back to back without hiccuping?
thanks!