Possible Bug - Animation Pause for individual Frames

  • #1, by JoelFriday, 27. November 2015, 22:09 5 years ago
    Hi Guys

    Very weird, but i can't seem to set the animation Speed for individual Frames even though the Checkbox is on. I've tried this feature in every possible way but can't get it to work. Is this a known issue or am i doing something wrong?

    Thanks!

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  • #2, by tristan-kangFriday, 27. November 2015, 23:35 5 years ago
    Did you try this as well?

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  • #3, by afrlmeFriday, 27. November 2015, 23:40 5 years ago
    General animation or character animation? The individual pause still requires you to set a global pause value in the properties tab where you enabled the individual pause for each frame option. This allows you to still use the global pause value for all frames that have the value -1. Any frame that has a value other than -1 should use that value.

    There is a weird bug type thing that I know about which occurs when you manually load in each frame / additional frames as they will automatically be created with the value 0. You have to double check that you update their values.

    Finally the pause values should be at least 16ms (for 60fps) or greater. Less than 16ms (15 at a push according to Simon) can cause issues with animations playing too fast on certain machines.

    Anyway... could you please post some screenshots of what you are doing & how you've set it up. Cheers.

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  • #4, by JoelFriday, 27. November 2015, 23:41 5 years ago
    Of course i did....

    *runs off and does it for the first time*

    Works like a charm, i don't know what the problem was, sorry about the thread grin

    But seriously, thanks for the tip, i was changing it in the Cogworks Tab of the Animation Editor. Now it works smile

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  • #5, by tristan-kangFriday, 27. November 2015, 23:50 5 years ago
    Don't worry about the thread.

    I used to question it and solve the problem before someone even answer it. lol

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  • #6, by F_KalThursday, 31. December 2015, 02:12 5 years ago
    General animation or character animation? The individual pause still requires you to set a global pause value in the properties tab where you enabled the individual pause for each frame option. This allows you to still use the global pause value for all frames that have the value -1. Any frame that has a value other than -1 should use that value.

    There is a weird bug type thing that I know about which occurs when you manually load in each frame / additional frames as they will automatically be created with the value 0. You have to double check that you update their values.

    Finally the pause values should be at least 16ms (for 60fps) or greater. Less than 16ms (15 at a push according to Simon) can cause issues with animations playing too fast on certain machines.

    Anyway... could you please post some screenshots of what you are doing & how you've set it up. Cheers.


    I would like to report some similar bug about "setting the speed of individual frames" (and a few more bugs too)!
    I first start by setting the "Global pause". I then enable the "Set Pause for each frame" checkbox and after that go on typing values for the pause for each individual frame. - I never fall bellow 100: Typical values include 100,200,300,400,500,800 (ms). Unfortunately I can't reproduce these bugs on demand, but when they start happening, I know it is something fishy going on, because they don't stop until I restart the program wink
    I'm testing out version 4.2.5 (trial), on OSX Mavericks. (I don't know about the Windows version - or the versions before 4.2.5 since this is the first version than I manage to run on my iMac) Here are 3 bugs:

    1. First of all, many times (but not all) when I enable the "set pause for each frame" option I get some strange 5 digits duration for the first frame (eg 15912) - the subsequent frames though have the correct value: "-1". When playing the animation (be it preview or in-game) the first frame of course won't appear for 15.9sec but for a normal duration (maybe the default like the rest). It's as if the textbox field has some garbage value (maybe some un-initiated variable?) but it doesn't seem to affect the actual duration. If this happens again, I may grap a screenshot for future reference

    2. When I edit the "duration" of each individual frame, sometimes (again, not always) it won't update the value of that frame. Instead, it will update the value of some other frame! At first I thought it was me being sloppy clicking the wrong frame. But it wasn't. Later on I assumed I had to press the enter button after entering the value so that it would commit the change. But since then I realized it's really not me: there is definitely a bug that appears sometimes.

    3. Speaking of numeric input-box, here's another bug: very often the NUMERIC text boxes (that have the - + spin buttons) start refusing to accept more than single-digit numbers! Carefully observing this bug (I had the opportunity to reproduce it it as I write you this message) here is what happens: As soon as I type a number in the numeric inputbox, the textbox's value is automatically selected/highlighted, causing the next keystroke to replace the existing numeric string! A way to go around this, is to make sure that after every number you type, you also press the Right Arrow key, that causes the string to be deselected and the carret to go to then end of the string, thus allowing you to type one more character without replacing the whole string. for instance if you want to type 100, you type "1", press right, type "0", press right again, and then type the last "0". Another way is to quite the program and relaunch it. But the problem appears again after a few minutes in the the program....

    Hope these help!
    Thank you for such a fun program! I'm very glad the OSX editor's version has matured so much that we now speak about such "second-rate" glitches

    wishes for a happy new year,
    -Fotis

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