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1 Attachment(s)
Too fast animation speed
If I change animation sequence, the first time it's played with it's normal speed, but all the other times it's played too fast. Probably fastest speed.
I have also tested to set the speed of the animation after selecting a sequence, but the result is the same.
So with this it will only play with the correct speed on the first click:
Attachment 13051
Why?
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Can you upload a little example MFA file?
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Click on the square and it will become yellow for a second or so. Click on it again and it will only blink yellow one time very fast.
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you can just use a counter to switch, there a lot of ways to do this
here is an example:
http://sparckmanforums.weebly.com/up...39239_orig.jpg
example
color_click.mfa
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I dont see how that is relevant to my question. My problem is that the animation speed is too fast after the first click.
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the reason it appears to flicker, is because you have:
User clicks left button on ( your object ) ============= change to animation sequence Clicked
So when fusion is done playing Animation Clicked... which is only one frame
it goes back to the default animation Normal
So you can either make more frames for Clicked or loop the one frame you have there
as I did in this example:
http://sparckmanforums.weebly.com/up...24309_orig.jpg
application_1-2.mfa
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No, you're still not understanding the problem. The first time I click on the object, it will show yellow for a second. The second time it will only be yellow for a very short time.
So. The problem is: the first click it plays the animation with the correct speed. The second time it plays the animation with the fastest speed. And this is without me changing the speed in any way.
This problem show with more normal animations with more frames too.
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The problem is the animation speed. Set to Slower = 1 Higher Speed = 1.
You can get consistent results if you increase the animation speed.
http://sparckmanforums.weebly.com/up...44536_orig.jpg
application_1-3_fixed.mfa
Here is an example that shows how this actually works, have a look at this example.
animation_example.mfa
http://sparckmanforums.weebly.com/up...00359_orig.jpg
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It's still a problem with your example. The second time the square gets clicked it skips frame #1 (it's probably not skipped, but that frame is shown a very short time).
Since my example only has one frame it's much more visible.
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I'm not getting that behavior on my PC or my Tablet Pc. I think the problem might be that you need to update Fusion to the latest version
or you have a problem with your video card. Some video cards glitch, you might need to find the correct drivers for your card.
What version of windows are you using? and do you know what kind of video adapter you machine is using?
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I've tried the animation_example.mfa too. On the first click, debugger reports animation frames 0 - 9 being displayed. Subsequent tries shows 1 - 9.
Edit: Actually I did see the first frame once, very fast...
Edit2: Most often it just skips the first frame altogether (except for the first try), but sometimes it decides to show it really fast.
Edit3: Updated the example with a counter for frame 1.
Attachment 13109
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Windows 7 Ultimate 64-bit English with Fusion 2.5 (R281.2) and tested on Intel HD Graphics 4000 and Geforce GTX 650m with the latest drivers.
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I've reported the bug.
Your workaround doesn't seem to work? Look at my attached file. Is this correct?
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Seems like a lot of work to get something really basic to work... I assume this will get the highest priority since this affects basically all games.
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Increasing framerate makes the counter react more often on frame 1 (in one_skipped_frame.mfa), but still skips or runs extremely fast.
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I filed a report about animations nearly a month back, not sure if they have looked into it yet.
It's due to the animation playing before the change carrying over the time left from it's remaining animation frame, so if you play animation running at speed 100 then change to stopped speed 10, the very first animation frame of stopped will play and will carry over the timing from the final frame played of running, making it play super quick and off-time.
Current fix for this? had to make my own animation system in the event editor to play animations based on counter values.
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Interesting finding, you can only notice it if you play the animation very slow. Have you submitted a bug report?
I don't think it would stop me from making a game, specially when you're normally playing 12,24 FPS.
http://sparckmanforums.weebly.com/up...97125_orig.jpg
This example shows how frame 0 is skipped the second time. One solution for now, would be start a frame 1.
frame_zero.mfa
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While I appreciate the workaround, you will get duplicate frames sometimes (usually the first time). In the case of an attacking animation, it will sometimes seem like a pause and feel unresponsive to the player.
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I noticed it a while back but it was only a month or so ago when it was starting to annoy me while fine tuning animations, once I made my own set of events to play frames it turned out all my animations felt completely different because it was displaying the first frame correctly, I actually had to remove them on some animations because it was too much, lol.
I honestly don't remember the bug from years ago but once you notice it you will see it everywhere.
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Thank you for bringing this to our attention and for submitting it to the bugbox as requested by our staff and moderators.
I am closing this thread for now, as there is nothing further to add whilst we look into this issue. I will add a note to reopen it and make comments in the bugbox once we have had a little time to look into it.
I have set the bug report to priority fix to make sure that it is looked at as soon as possible.