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Skeletal Mesh: Negative number frames? O_o

Posted: Sat Feb 19, 2011 7:47 pm
by ShinDarkfox
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.

Re: Skeletal Mesh: Negative number frames? O_o

Posted: Sat Feb 19, 2011 9:29 pm
by .:..:
The AnimFrame goes negative while tweening to new animation.

Re: Skeletal Mesh: Negative number frames? O_o

Posted: Sat Feb 19, 2011 11:08 pm
by ShinDarkfox
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;;