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Bug
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Resolution: Cannot Reproduce
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None
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1.11.0.8 Beta
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None
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Unconfirmed
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Windows
In animation files for entities, if an animation is longer than 10 keyframes, and a bone has actions that occur both before and after keyframe 10, the game seems to look at the first digit of the keyframes listed when determining the order to play each action.
For example, while the following code
"head": {
"scale": {
"5.0": [0, 0, 0],
"10.0": [1, 1, 1]
}
}
should supposedly result in the bone named "head" beginning to scale from 0 to 1 starting at keyframe 5, it will instead result in the head starting the animation at a scale of 1 at keyframe 0, then immediately scaling to 0 at keyframe 10.
Adding a zero before actions in the single digits as show below seems to fix this issue.
"head": {
"scale": {
"05.0": [0, 0, 0],
"10.0": [1, 1, 1]
}
}
I've yet to test this to see if a similar issue occurs when an animation has keyframes beyond 100.