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The Earliest Start Time is stored as a value relative to the end of the previous fragment, which is why it is -0.24 in the previous example. In the advanced section on Cyclic Transitions we see an exception to this though.

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Info
titleCyclic transitions and start times

Unless marked as locked (see next), cyclic transitions will always trump the previous fragment, regardless of action priority. The Earliest Start Time is thus effectively ignored. See Mannequin Trumping for more details.

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We saw that it is possible to delay transitions to a certain point in the animation in the section on the Earliest Start Time. By default this 'earliest start time' is relative to the end of the previous fragment; but this doesn't work when the fragment you are coming from has no clear ending, for example when it ends with a looping clip. You might want to set up a transition that comes from a run cycle and you only want to trigger this transition when the preceding animation is in the second half of the run cycle. To make this work you need to check both the Cyclic Transition and Cyclic Locked flag. From then on the earliest start time is stored in a 'cyclic' way: the time restarts at 0 after each cycle.

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Info
titleDeprecated feature

Outro transitions are deprecated and will be removed in a future the 5.4 release of the engine. We instead recommend that you use a dedicated intermediate fragment in the situations where you might have used an outro transition.

In many cases a transition to <Any> (see Transitions To and From Anything) in a certain sense 'belongs' to the source fragment. For example transition from "Look Around Using Binoculars" to anything might stow the binoculars and go back to a normal idling pose. To the game code it might be useful to treat the stowing of the binoculars as part of the action that is "using binoculars" instead of as a part of the next action. If programmers ask for this, you will have to mark these kinds of transitions as "Outro". This won't change the behavior in the editor, but it will change the behavior of game code.

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