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Why are there extra frames in Unity's Animation System?
So I dont understand why there are these extra frames in the animation window. All of the keys' tangents are on "Constant" so there isn't any smexy lerping between values, but this little chunk that is on is extremely problematic for the feel of the game.
On a side note, I've found this to be on all of my animations throughout my game. Erm.
Why?
That transition between lighter/darker gray is generally where the last key was placed in the animation clip. Is there something hidden or collapsed?
I seem to have that same issue even with random keyframes. Let me update to 4.6.1 and see if I have the same problem.
Answer by nicksmif · Apr 28, 2017 at 11:27 AM
check your keyed properties. if you have a key on a sprite property it may be taking up 2 frames. you only need to move that one key one frame earlier.
This was driving us nuts! Thanks for the actual correct answer!
Answer by Landern · Dec 31, 2014 at 09:15 AM
If you start a new test project, create a new clip for some gameobject(empty, cube, whatever) and you create a couple keyframes, do you have the same issue? I do not have this issue in 4.6.1
Answer by qbertreynolds · May 10, 2015 at 03:48 AM
I've run into the same issue with stepped animations (constant tangents). Instead of having identical first and last keyframes like you would with smooth tangents, delete the last keyframe and extend the second to last keyframe to one sample before where you would normally put your duplicate. For example, if you have a 3 frame looped animation with keyframes every fifth sample, it would normally look like so:
A0, B5, C10, A15
Your workaround will instead look like this:
A0, B5, C10, C14
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