Well, I've been trying to get a custom player set in Unreal but I've come to a problem. Whenever animations transition from one to another, they become negative number frames briefly causing them to flip backwards (facing behind). At first I thought it was a coding error (checking what animations are used, if animframe was negated in some manner) but debunked that, so I am left instead scratching my head. This is the first time I'm ever had this problem with skeletal mesh animations. I've managed to bring it down to a glitchy split second jerk motion. Anyone know what this is caused by?
Edit: What I've tried is setting rate to 30 on all animations, making sure all animations are set right, and putting little fixes in the code to override negative numbers, none help.
Edit 2: Ah geez, don't I feel silly... I fixed it by exporting the PSA from MilkShape 3D. Now the glitches are gone. I merged a bunch of animation files into one using David Najar's UnPSA Toolkit and apparently made a glitch in the process. Never had this glitch happen before with it though.
For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Skeletal Mesh: Negative number frames? O_o
- ShinDarkfox
- OldUnreal Member
- Posts: 66
- Joined: Sun Mar 01, 2009 8:22 pm
Skeletal Mesh: Negative number frames? O_o
Last edited by ShinDarkfox on Sat Feb 19, 2011 8:15 pm, edited 1 time in total.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Skeletal Mesh: Negative number frames? O_o
The AnimFrame goes negative while tweening to new animation.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- ShinDarkfox
- OldUnreal Member
- Posts: 66
- Joined: Sun Mar 01, 2009 8:22 pm
Re: Skeletal Mesh: Negative number frames? O_o
Yeah, seems right now that I see it. It was a glitch in the animantion PSA I was using that was fixed through importing and exporting through MilkShape. Weird that this is the first time combining animation files has given me this problem, though should have expected eventual glitches using this process.
It seemed like tweening was being broken by the PSA until I fixed it. Well, working great now. Sorry, yet anoter problem I've fixed myself moments later, feeling kinda silly for it being a habit. XD;;
It seemed like tweening was being broken by the PSA until I fixed it. Well, working great now. Sorry, yet anoter problem I've fixed myself moments later, feeling kinda silly for it being a habit. XD;;
Last edited by ShinDarkfox on Sun Feb 20, 2011 5:54 am, edited 1 time in total.