• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

make a loop animation smooth

Messages
342
Hello

I continue with my animations.
I made a little animation for a character group. It work fine, but there is a visual problem :
Between the end and the restart of the animation, there is a pause, or more exactly a jerk.
As if animation were resetting (Under FSX. On blender, there is no problem)
Is there a way to make the loop totally smooth ?

I tried to set key interpolation to linear in the action editor, but it seem to have no effect.
The first and the last keyframe have the same loc/rot.

Anybody know a solution ?

Thank you for your help !

Luc
 
Last edited:
I found the problem: an error, the initial attitude of the characters (their creation), different from the attitude at the first frame
At the restart, the animation went through the initial attitude, during a fragment of second .and cause this jerk ...

Thank you for the help :)

Luc
 
I'm having the same problem - or at least a similar one - as Luc. When I created a windsock or character using an armature and animating, the first frame of the exported file is always the t-pose, and subsequent frames show the proper animation. This causes the jerking motion as the t-pose is shown on the first frame every time the animation loops. I didn't quite understand Luc's fix, though. Could he or someone else elaborate as to what the problem might be? This is driving me around the bend, not least because it's probably something stupid and simple.
 
Maybe it could help to delete the jerking keyframe in the dope sheet or graph editor and copy the last one there.
Also it may correspond to the fact that the start keyframe is 1 by default but has to be set to 0?
 
I think the problem is that it's not a keyframe at all. It's definitely a frame 0 vs. frame 1 problem, but I can't figure how to solve it. For instance, I've tried copying the frame 1 keyframe to frame 0. Should fix it, right? No, then only bones that are down the chain animate, with those at the top not moving. Of course, the animation looks and plays great in Blender both before and after moving or copying keyframes; it's just FSX that has the problem. I'm pretty perplexed by it.
 
It's almost as if I'm missing an initial keyframe to set the position of everything.
 
Sounds strange indeed but maybe it will take a screenshot to figure out what is going on there.
 
I'm not sure how much a screenshot could show, as everything looks normal in Blender. If it helps, I've attached some sample files. The frame1 .blend and .mdl is an animation that starts at frame 1 - the Blender default. If I change that to frame 0 and move the first keyframe there, I get what you see in the frame0 files.
 

Attachments

a quick try of the MDLs in MCX showed the issue in the frame1 model but not in the frame0 one.
This could possibly be because the frame0 model animates to the rest position anyway.
My own export attempt of the model didn't animate at all for some reasoneven though I checked the skinned mesh and animation part.

maybe the best way is to make the pose intended in frame 0 the default pose in the armature edit mode, so it doesn't jump to an unintended default pose during playback.
 
I can try that, Dave. It's curious, though. I've had a friend who uses 3DS Max use an export of this .blend file to create my windsock for me, and it has no problem exporting to a proper animated .mdl. Clearly it's some sort of shortcoming in Blender or perhaps a problem with the exporter toolset. For a simple animation like the windsock, resetting the resting pose would be no problem, but it might be trickier for a rigged character. I'll have to study this some more.

Thanks for your help!
 
For a simple animation like the windsock, resetting the resting pose would be no problem, but it might be trickier for a rigged character
I saw an option "apply pose as rest pose" This has to be done before animating as the action is biased otherwise.
 
That setting could have some uses, for sure, but not necessarily for characters, especially those that are animated in another program (ie, Mixamo) and imported.
 
Back
Top