I’m having a hard time figuring out how to implment complex animations with the current animation system. I’m not the most familiar with the system, so hopefully someone can shed some light on where I’m going wrong with my thought process or introduce me to the proper techniques/limits to the system.
My though process:
Say I have file containing 3 clips for a jump animation like in the image above. jumpstart frames 1-30, hangloop frames 31-60, and landing frames 61-90.
jumpstart > hangloop
In order for hangloop to start at the correct frame I’ll have to start it at the same time as jumpstart in order to prevent the initial 30 frame delay of the clip.
If my character is launched in the air I can’t be sure how long they’ll up there, so I’d like to be able to loop this animation. I can’t loop this clip though because it has 30 frames of delay at the start of every loop. The start time needs to be shift to t=0, but I’m not sure if there’s any support for that in the current GLTFLoader.
hangloop > landing
Again, in order to properly execute the landing I’d have to start it’s animation at least 60 frames in advance in order to get a proper timing for the crossfade.
@donmccurdy I was wondering if the GLTFLoader had a similar feature to what we discussed in this issue: https://github.com/mrdoob/three.js/issues/14894? I’d just like to set all clips to begin at t=0, and use event listeners to trigger transitions into the next clip like in the webgl_animation_skinning_blending example.
If this isn’t possible is there any documentation for how to use subclips discussed in this PR: https://github.com/mrdoob/three.js/pull/13430? Maybe this is the solution? I’m open for suggestions!