Closed jonmalave closed 4 years ago
Hi @insthync, any update on this bug? I know you are busy... but just curious if you had a chance to look at this yet, if not maybe provide an estimate time of when we can expect a fix for this maybe?
hey on that you may not have your duration set to the right amount in the weapon data for each weapon. It needs to be the duration of the actual animation.
You may try as @Vauxvogh saids
hey on that you may not have your duration set to the right amount in the weapon data for each weapon. It needs to be the duration of the actual animation.
@insthync, Hey guys... this is totally unrelated to the problem i'm reporting. Yes, i'm aware of the animation duration time. This has nothing to do with the problem, as Yes I do have the correct animation duration time set... If I had it set incorrectly then I would see the fast animation playback happening all the time, but I don't.
Please try to visit: http://knor.io so you can see for yourself what happens. Create a game in offline mode, run around and you will see the animation speed of the run is perfectly fine. After you tap left click to attack while running you will notice the player wobbling side to side... after monitoring this using the Animator within the Editor I can see that the Animation Speed in Increasing for some odd reason after I click attack while moving. This should not be the case.
Please Note: I provided step by step instructions above on how to reproduce in the Editor. So please try the steps, and have a very close look at the player animations (maybe try a different normal humaniod character vs the default ones), and monitor the Animator in Real-time to see what happens. This has nothing to do with Animation Duration as the Side-effect of Animation Speeding up is effecting the Run Animation not only the weapons / attack animations.
Thank you, I will try it again.
As I try, I still don't get your problem, I saw attack animation speed and move speed plays normally.
As I try, I still don't get your problem, I saw attack animation speed and move speed plays normally.
did you try to use a different character other than the default character you are currently using in the project? It is probably very hard to see the animation playback difference on those blocky little characters. If you test on my game http://knor.io you will see the issue from third person camera.
Yes, I try your game, it's move speed or attack speed that you feel it's speed up unexpectedly?
Yes, I try your game, it's move speed or attack speed that you feel it's speed up unexpectedly?
OK so please try the following:
Note We did not modify any of Battle.io Core Code. We only added a third person camera which does not effect the Animations.
When you try in editor, the animation state speed doesn't changing, right ?
When you try in editor, the animation state speed doesn't changing, right ?
I will record a video and show you what happens.
ohhh Jon I see what you're talking about I think I know whats happening
This has happened before to me are you trying to set different run animations for the different weapons and idles, stuff like that?
Post a screenshot of your animator set up please both bottom layer and top layer
This has happened before to me are you trying to set different run animations for the different weapons and idles, stuff like that?
No I am not setting up different run animations at all... I use the same Idle Animation, and Same Run Animation all the time...
Post a screenshot of your animator set up please both bottom layer and top layer
I'll show it in the video I will create soon...
Yeah but show your animator set up, I think I know what the problem is. Do you still have the run animation on bottom layer as well as top layer?
Yeah but show your animator set up, I think I know what the problem is. Do you still have the run animation on bottom layer as well as top layer?
Yes I have run animation on both layers... is that part of the issue?
Yeah but show your animator set up, I think I know what the problem is. Do you still have the run animation on bottom layer as well as top layer?
Yes I have run animation on both layers... is that part of the issue?
Just removed the run from the Top Layer and it does seem to solve the problem with the Run animation!!! Thanks @Vauxvogh
@Vauxvogh so that solves the run animation issue, but i still seem to have an issue with the attack animations sometimes not playing the complete animations. It's like 2 out of 3 times the Animation will playback perfectly fine for the Attacks but then on the 3 attack it will playback like 50% of the attack animation very odd...
OK @insthync @Vauxvogh I was able to resolve everything finally by adjusting the speed of the animation playback under the weapons. Also removing all the movement animations (jump, run, etc..) from the Top Layer in Animator.
Thanks for your time on this and helping me fix this all...
Hi @insthync, I found an issue with Character Animation Speed.
How to Reproduce:
1. Start a game in the editor, then Inspect your Player Character in the Scene. 2. Select and Open the Player's Animator so you can monitor the Animation State Machine and Animation Speeds at Runtime.
3. Now with the Animator and Game Scene Open side by side, begin moving your character and holding the Left Mouse Button (for continuous auto-attack). 4. You should now see the Animation State Machine updating and showing unexpected animation speeds as you Run and Attack.
Why is this a problem for me?
I modified the Camera script for Third-Person Camera style gameplay. With this unexpected animation speed increase the Animations in Third-Person view look very bad! Sometimes Attack Animations will not complete playback properly, and sometimes the Run Animation will make the player character look like it's glitching and provides a poor play experience.
Is there anything we can do to tweak this to prevent the animations from increasing when this is unwanted behavior?