Jerking Animations

I have seen this post but nobody really had an answer but I thought I would try again, I have animations that are jerking and what I mean is that they seem to overlap with each other my frames are setup as follows:
Idle 1-80
IdleWithWeapon 81-162
and so forth but it seems the animations are overlapping and trying to player while the other is playing, I have seen this type of behaviour in the 3rd person shooter demo but at first I thought it was just me. Anyone else having this issue?

I guess has had this issue or no how to fix it?

I’ve had similiar issues. it’s mostly trial and error. if i have a walking animation in Lightwave from 1-30 i might have to adjust the import settings a frame or so in one direction. Also toggling the “loop” checkbox next to animation may or may not help since it seems to create some extra animation to smooth things out or something.

What I did so far to get some of the animations to stop jerking, I decrease every anim frame by 2 frames, and it is far from perfect it is a start but I am going to try you method also.

Thanks for the reply.

Unity uses some type of curve on the keyframes. so if you have a large change between frame 80 and 81, it will compensate to smooth between the two. To correct, you could skip many frames. say start the next animation at 90.

I created a simple animation of an object a good distance between 2 frames. if you look in the animation window, you’ll see it’s not a simple linear transition between the two positions. It generals a TCB spline or some other type of curve to correct this.

This might be an issue you are facing.

I wish I could say that I really understood that fully but I have a friend who did the animations and we were both thinking that is was scripting so I felt bad because I am the one who scripted. So I could skip a chunk of frames? Now these frames are read-only would that make a difference also?

Well, you’d need to rekey or offset/shift the keyframs in the animation program.

When i animate, i put about 10 frames between animations to keep lightwave from doing crazy corrections to the animation. and so far it translates well into unity this way.

It seems unity has a way to edit these curves.

This probably would not be a good idea for you to try since you’d need to adjust every channel of every node.

I’d suggest the animation rekey if possible.

Ok I see now. Did you get a chance to look at my post in scripting about state management?