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I can't figure out how to properly fill the Cycle Offset value. I have an animation that doesn't normally loop perfectly, although once it ends I should be able to easily make it resume from a midway point and make it seamless, right?
There is that Cycle Offset value, which I assume is what I need.
I tried considering it as a fraction, as a percentage, as the frame to resume from, as the second to resume from, but I don't seem to notice any difference at all.
You have to click on the Timeline, then you see the positions where it should loop perfectly. Just incase you did not know about this..
Answer by Pacosmico · Feb 14, 2018 at 11:39 PM
I resolved this using a transition into itself with the transition offset properly set, and with Exit Time = 1. Also this seems as it doesn't need to have Loop Time checked, because the loop is built in the Animator Controller itself. Annoying but works
Answer by zak-reynolds · Apr 15, 2014 at 09:14 PM
I had the same problem, and what I realized is that we were both misunderstanding what cycle offset does. It just changes where the animation starts within the loop, it won't set a point to loop back to (cutting out the beginning of the animation). I think the best solution when you have a looping animation with an intro is probably to create two separate animation clips out of it and have the first (non-looping) clip transition into the second (looping) clip in the animation controller.
Actually, It makes little sense the way it is, supposedly it's for making it easier to sync looping animations, I mean, that's one of the reasons we have transition offset in the $$anonymous$$ecanim ¿right? It will be more intuitive if it worked as the point to loop back to, and it will be less annoying if the animations of the games are simple.
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