My Animation has a gap in the loop

I made an animation in Blender, it works fine and loops properly, but loading the model in my app makes it loop with a noticeable gap for some reason. All other animations work for me fine but this one doesnt.

Here is the blendfile attached. It is a very simple model with one animation attached.
animation1.7z (105.1 KB)

Can anyone help here?

Best Regards

1 Like

The animation seems accumulative, so i fixed it by selecting ā€œBake All Objects Animationsā€

Example,

2 Likes

I tried exporting it with ā€˜Bake All Objects Animationsā€™ on. However it has the same gap as before. I tried changing the model in another way to see if the changes are reflected in the app, just to be sure the app is using this model and it does. I see the result you are demonstrating in the example. That is how it is supposed to look like but unfortunately if i export it the same way it doesnt work.

Is it possible i can get your blend file of my modified version(octo-arm)?
And is it possible that i get the exported model of your working example too?

Not sure what i am doing differently here. From the Export Settings everything seems to be unchanged i guess and the default settings are being used, except ā€˜Bake All Objects Animationsā€™ being turned on.

Best Regards

I used your .blend file. I opened it in Blender 4.2, exported as glb, with defaults, but also ticked ā€œBake All Object Animationsā€

The output glb file used in my example is downloaded on demand from https://cdn.jsdelivr.net/gh/Sean-Bradley/assets@main/models/octo-arm.glb

I tested it with the same version of Blender, with ā€˜Bake All Object Animationsā€™ on, and the rest with defaults. But it doesnt work for me, what i get is this export here which has a gap in the loop just at a different position.
tail1.7z (4.0 KB)

My theory is that this is a Blender issue, so if you try to export the animation from my blendfile again, but this time set the timelinehead at a different position, like frame 4 or 8, it will export the animation with a gap for some reason and if you then try to set the head on the timeline back to 0 it will have the gap on a different position again.

So that could be because since its a dynamic animation, meaning the first bone after the root is moving only an the rest are moving along with it, since i used bone constraints on each, the animation will for some reason be always different.

Itā€™s not something I know about. Maybe this kind of animation is not supported by the glTF format. Thats why it worked when i baked it.

1 Like

I see thanks for the help.