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Currently, if you want to offset the looping 360-degree rotation animation, you should reset the rotation value in a short time so that the first and last key has the same key value, as shown in the following animation:
It would be easier to have an option for forced rotations (e.g. "1 x clockwise", "2 x counterclockwise") to create perfect cycles without having to add subframe keyframes. Perhaps properties similar to sequence attachments would be ideal if this option were added:
The -0.1 stepped key is logical and not so bad, except that it can cause problems when scaling the whole animation. If not holding shift, the key will be lost. If holding shift it will be OK, but then other keys may land on fractional frames.
This is a general problem with scaling animations where you want some keys on fractional frames and some not. It could make sense to improve scaling, for example to preserve keys off by 0.1 when shift is not hold and they would overwrite a key with different values.
The proposed keyed rotation property is interesting, but makes for a second way to key rotation. We would need to resolve that somehow.
True, improving the scaling sounds useful to not bump in the auto snapping-while-scaling problem. It would make sense that fractional keyframes would keep their fractionality while the animation being scaled. They could keep the previous and next snapping keyframes as reference to know where to place themselves.
Currently, if you want to offset the looping 360-degree rotation animation, you should reset the rotation value in a short time so that the first and last key has the same key value, as shown in the following animation:
It would be easier to have an option for forced rotations (e.g. "1 x clockwise", "2 x counterclockwise") to create perfect cycles without having to add subframe keyframes. Perhaps properties similar to sequence attachments would be ideal if this option were added:
Related forum thread:
https://esotericsoftware.com/forum/d/26453-360-rotation-cycle-not-able-to-use-offset-
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