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Break between looping animation - walk cycle looks laggy / unnatural
The start & keyframe of our walkcycle aren't 1000% identical but have a small difference Unity, however does not interpolate between the start- & endframe, therefor there's a short break between every loop Our game looks laggy even though it isn't - what can we do to fix this quickly? Our deadline is tomorrow! Ty in advance Software used: Maya 2015, File Format: .dae
If the animation is looped, the start frame comes exactly one frame after the end frame, so there can't be any interpolation. You will have to change either one so it is an exact clone of the other.
Yeah, you Unity won't interpolate anything, You have do it in $$anonymous$$aya. The way you might do that is (if it is a bit like blender) :
You should have a panel to edit your keyframes, just copy your first frame onto your last frame and let $$anonymous$$aya do the interpolation (you can tweek it so it fits your needs). You may want to increase the duration of the animation though so you can see the part where the animation comes back to its first position.
Also there is a tool in the Animation importer (in Unity) to check if the animation loop perfectly, it looks like a green light. If its green you're good to go, if not well try and lock root rotation, or Y translation. If its still not good ... well ... back to maya.