#I am telling it to play from 0.3 to 0.0
1 messages · Page 1 of 1 (latest)
I would appreciate an explanation on why Reverse is not correct. I did try Forward, and that results in skipping the keyframe between 0.3 and 0.0, and going straight to 0.0.
Choose the option according to whether you want to move forward or backward
It's also always best to start from timeline 0
If the problem persists, make sure your timeline settings are correct
Redid it from 0. Same issue.
Actually wait.
This variant seems to work the same.
This still doesn't work how I expect, but it's different.
When I play it forward, every key between those two seems to fire all at once. Which is the same behavior. But playing it in reverse now does something else. I'm still trying to figure out what exactly it's doing though.
you use rest ,that mean you start from :0
Oh yeah I know. I was testing that to see if it caused any differences. It doesn't seem to.
I'm sure it would on repeats but I can't even get it to function properly the first time.
Do you want to play it forwards or backwards?
Is the problem that it's skipping one of the frames? Or is it starting from a different frame?
I want it to hit every frame between the numbers I give it. It needs to do that going forwards and backwards.
As for the problem . . . both I think?
I'll test it myself. Wait a moment
👍
Sorry for being late
And this doesn't do the thing I've been experiencing?
May I see your animation timeline?
If you wouldn't mind humoring me, could you do it with events?
I've used scalar keyframes numerous times before and I've never had issues, so I think this is an event thing.
Make the same image I sent you and then test whether there is a problem or not
This modification provides a more accurate result.
I tested it and it works without any problems.
With this setup, the translations work perfectly, the REVERSE works perfectly, and Forward hits OnSwingLFast twice but doesn't hit OnSwingRFast.
This still doesn't work though.
Including the scrolling. It snaps itself right.
What does "On Swings Fast" mean?
Just an event. It has animation stuff that's normally attached but all it's doing right now is printing.
This setup prints SwingRightMid -> SwingIdle -> SwingLeftMid -> SwingLeftFast
Same if end at 0.5
THIS, however, prints SwingIdle -> SwingLeftMid -> SwingLeftFast
As does end at 0.8
The same also happens if you reverse the start and end times?????
I'm so lost.
So the problem isn't with the movement,
but rather that the events aren't working the way you want them to?
It's more that I have no earthly clue at how to even get them to work the way I want them to.
I don't understand how the behavior I just described possibly makes sense.
Why does playing forward cause a double hit on an event if you start dead on it, but reverse doesn't?
Why does THIS happen?
Because the hits depend on the Timeline, and the Timeline sometimes behaves differently when playing in reverse compared to playing forward
Events only trigger when the Timeline playback head passes over them; if it doesn't pass over them, they won't trigger
Sometimes when the Timeline finishes, it automatically resets to the beginning, and this is what causes it to trigger twice
Place the events slightly away from the start and end of the Timeline to avoid any glitches; that way, they will work properly 👍
That does not explain this.
Although it does help with a few bugs I've had.
I've already explained the reason to you. The same reason applies to REVERSE and FORward
#1482901537544998964 message
Try this method
I did. This does not interact with the beginning or end of the timeline. That does not alter or explain the behavior of START 0.4 END 0.7 having identical results to START 0.7 END 0.4
Imean like 0.3-0.8 0.8 - 0.3
That make event work better
But why do those do the same thing at all?
You need to make a small space between the start and the end, and between the events you have placed
I know. I was already doing that in my initial test. You are not understanding me.
Why, when playing in reverse, can swapping start and end times produce identical results?
I'm sorry if I'm coming off as ungrateful but you're answering a question I am not asking anymore.
I understand, you mean why we reverse the numbers when we use the reverse node
Is this your question?
In the question I am asking, they are BOTH in reverse.
Both of these inputs are in reverse mode.
Both do the same thing.
What do you mean by 'both are reversed'? Only one is reversed—the node that goes backward; the one that goes forward is not reversed
No.
I am telling you that when I test playing in reverse with those inputs, separately, they both do the same thing.
These do the same thing.
I don't know how to say it any more clearly than that.
I see what you mean. You’re doing an experiment, but why do you even care about this experiment anyway?
Because I need to be able to make this fricker go anywhere from anywhere.
I have yet to find a way to play backwards and have it stop somewhere that is not the beginning. Much less a specific spot.
I also generally like to understand the things I'm bothering to use.
There are several possibilities for why it’s doing this strange thing—performing a movement identical to the reversed nodes. In the end, code is just the philosophy of the engine developers