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Animation jitters/jumps on transition

Hello everyone. I made some animation tests for a prototype hand for a project I am working on. However, when I play the animation in normal rate froward, it jumps at the end when it should transition to the backhand idle one. Yet this doesn't happens when it plays backward to the original animation.

https://www.youtube.com/watch?v=QGH1O539SGI

I checked the frames, and there is no jump at the end of any of the anim.

So, what is the problem? How do I fix this?

Product Version: UE 4.8
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asked Jul 21 '15 at 11:02 PM in Blueprint Scripting

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Motanum
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2 answers: sort voted first

There is a problem with your transition times. If you check your video, while the hand is transitioning to PowerActive state, it is still in Idle State for a lil short time, that's why you see a jitter. It's not a jitter actually, it's just the Idle is playing on top of those two states.

Make sure your transition from Idle to Flip is over, before moving on from Flip to PowerActive.

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answered Jul 22 '15 at 05:31 AM

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Achilleon
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avatar image thankstipscom Jul 22 '15 at 10:07 AM

not at a PC right now but as stated check that the previous animation is done before moving on. In the next animation transition rule set, right click and look for a node called time remaining ratio. Set that to less than 0.1 of the animation its transitioning from before its allowed to transition.

avatar image Motanum Jul 22 '15 at 03:31 PM

I don't think I full understand what you mean. Because when it plays backwards, it does plays it properly, even though it's just a play rate of -1.

i tried slowing down the video but I see the same behavior in the state graph when it goes and comes out of the Active-Idle animation.

I tried doing a check also so that the flip transition occurs when the idle finishes and i still get the same jitter. Here is the BP code. alt text

Would you mind showing me what the BP code should look like? Also note, that I want the hand to move when the player presses a mouse button, which is is why I can't wait for the Idle animation to finish looping, we gotta stop it and start doing the flip immediately. I have the mouse input working as seen on this video, but the jitter is still there. https://www.youtube.com/watch?v=AGkeaU5VJBA

avatar image Achilleon Jul 22 '15 at 05:39 PM

What is the blend time for your transition rule from Idle to Flip?

If you click onthe circle over the arrow that goes from Idle to Flip, you will see there is a Blend Time option. It is 0.2 seconds by default.

Now do this, for your Transition from IDLE to FLIP, don't use Time Remaining (Ratio). Because the Right Handle Idle asset is looping, there isn't much point. Instead only check if Power Active is false or not. Also make sure the blend time needed from going IDLE to FLIP is 0.1, or something else you chose. Also make sure the Flip Animation is NOT looping.

Second, for your transition from FLIP to POWERACTIVE, make sure the transition blend is set to 0.0 seconds. In transition rule itself, only have one check, which is "Time Remaining Flip" and check if it is equal to 0.0 or not. Don't use ratio, use the one with "Time Remaining" only.

See if all those works.

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in case anyone else runs into this problem, heres how i fixed it https://youtu.be/uDzQRMbUYaE

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answered Feb 09 '18 at 08:43 PM

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ViceVersa
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