Timeline for How can I prevent the following animation frames from affecting the state of the previous animation frames in Unity?
Current License: CC BY-SA 4.0
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Mar 22, 2021 at 18:18 | comment | added | Kevin | Ah, I see from DMGregory's answer that I didn't notice you were missing a keyframe and approached the question from the wrong direction. It's still good to be aware of the Curves because they can cause unexpected side-effects when you edit keyframes. | |
Mar 22, 2021 at 18:04 | comment | added | Kevin | @some1here I've updated the answer, but it's also good to get used to looking at the documentation when you aren't sure how to use a feature. | |
Mar 22, 2021 at 18:03 | history | edited | Kevin | CC BY-SA 4.0 |
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Mar 20, 2021 at 17:32 | comment | added | some1 here | Also, I assume you meant Constant and not Linear, because Linear is not different from what is created by default in terms of my issue. | |
Mar 20, 2021 at 17:28 | comment | added | some1 here | What do you mean by switch? When I go to the Curves tab I see a few curves and it is not clear what should I do. Should I edit the curves manually? In case I should, then your answer proposes a more complicated solution. Because it is easier to update all the previous frames than to update a curve on different intervals. | |
Mar 19, 2021 at 22:45 | history | answered | Kevin | CC BY-SA 4.0 |