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I have been converting some Bloodborne movement animations, and noticed that jog and run animations in particular do not quite loop in Blender. When I used a different process with Havok Tools, the character was stuck in place but the pose looped. With HKX→GLB→Blender, the length is the same but the start and end pose differ, and the speed goes down at the last frame. Is it just how the original anims are? I used 30 fps in Blender but 60 fps give the same result at the last one or two frames.
Strangely, I did not notice the same for walk animations.
The text was updated successfully, but these errors were encountered:
I have been converting some Bloodborne movement animations, and noticed that jog and run animations in particular do not quite loop in Blender. When I used a different process with Havok Tools, the character was stuck in place but the pose looped. With HKX→GLB→Blender, the length is the same but the start and end pose differ, and the speed goes down at the last frame. Is it just how the original anims are? I used 30 fps in Blender but 60 fps give the same result at the last one or two frames.
Strangely, I did not notice the same for walk animations.
The text was updated successfully, but these errors were encountered: