Sequencer: Skeletal Animation Track Broken?
Greetings, after updating my project to 4.15 I've experienced a quite annoying bug in the level sequencer. My exact problem is that animated skeletal Meshes started to flicker around like crazy and it seems like there is an error with the play speed of the animations. I have to speed up some of the animations used in the sequencer as they are authored at a much higher Framerate than 30. Animations that are running at normal speed are working almost normal for me, except some little flickers. I've set the animation speed in both the animation asset and the sequencer track as the sequencer ignores the set speeds of the assets (should stay this way as it is useful in some cases :D). I have absolutely no idea what causes these flickers and I've already tried it without setting the animation speed in the asset viewer and keyframing the animation mode to animation asset instead of the new default in Sequences that gets calles "Custom". That makes the animations work fine in non-simulating/playing viewports but as soon as I use Simulate or try to Render the movie the Meshes are frozen.
Any Solution for this?
EDIT: Btw. What happened to the TAA, somehow it's less effective after the update and tends to miss tiny specular highlights causing the bloom to flicker extremely and making DOF looking horrible due to that blown up tiny highlights. I even switched to FXAA to get a more consistent result.
Whatever you set the play speed to in the animation sequence now becomes its base playback speed. This allows you to use it throughout the engine without having to modify playback speed a second time. As a result, this sounds like expected behavior when you're essentially modifying playback speed twice.
What software did you author these animations with? I brought your fbx file into Maya and it has frames essentially baked down every other frame when I have it set to 60 fps (indicating this animation is 30fps).
answered May 09 '17 at 08:42 PM
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