![]() Unfortunately this method (in addition to being tedious) extends the animation in my Actions so that when imported into Unity it plays all my fake keyframes (there is no way to select a range of keyframes when using Actions). Instead I am doing the same thing as you, adding duplicate keyframes outside of my animation range to force the curves to be calculated as if it was set to out-of-range-type: Loop. ![]() Unfortunately Blender doesn’t seem to have an equivalent. ![]() You can set it to Loop and it will interpolate the curve based on the first / last keyframe on a per channel basis. Not that I expect a free program to have everything, but 3dsmax has always had this option. I’m just gonna call this solved, since it seems everyone is telling me Blender doesn’t support this, and I’ve found a workaround by duplicating keyframes. I just want Blender to give me a starting point by interpolating correctly from the last to the first loop keyframe (like it already does between every other keyframe!). I’m not saying all the curve tweaking could be automated. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |