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Question by remoteplayfreak · Jun 06, 2011 at 07:49 PM · animationsprecise

Animations are not precise

Hello Guys!

I've recently ran into a problem:

I'm working on a hobby-fps-shooter project, and I amde a nice little aim-down-sight-animation, but the problem is, that the weapon doesn't always stop at the same position. My wrapping mode is Clamp Forever, and i control my animation myself. I also checked the animation[].time and animation[].length and the two are alwys matching perfectly, but the weapon's position always varies a bit. As you might guess this is really really annoying, because if you play a first person shooter game, you might want your iron-sights to be precise. Also it looks pretty bad when the animation swaps to the shooting-animation and the whole weapon jumps in one direction.

I hope someone knows help here,

greetz remoteplayfreak

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Answer by remoteplayfreak · Jun 06, 2011 at 09:55 PM

Kay Guys, was my own mistake, i just didn't find it :D

For those of you who are interested: I had an "idle" animation going, and when aimed down the sight, the idle animation stopped, but it didn't change the weapons position back to where it was at the beginning of the idle animation. So i just did the following when the AimDownSights() function is called:

 (the transform with the idle animation on it).localPosition = new Vector3 (0, 0, 0);

So that's basically it! I love finding out things on my own ;)

I'm out, peace!

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