Animation cubic easing direction reversed

This is still a high-impact issue

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Absolutely, I am experiencing it as well and it’s making it painful to edit animations in studio.

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I’ve asked Roblox Staff and sadly, it’s been confirmed that this will not be fixed. However, their response does mention a pretty good feature that can mitigate or entirely solve the issue:

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Even using this it doesn’t turn out perfectly. My solution was to just copy EACH INDIVIDUAL frame from the original and have it linear. Not easy, but it definitely works

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This is still an issue, and I really need this fixed as i need to use this to animate mesh deformation rigs. I’ve investigated and experimented, the issue is just animation editor showing you the wrong directions. So, in my opinion, the fix would just be in making the plugin show you the actual easing directions. And on top of that, correct animations with the wrong easing direction.

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There’s a better way to do this. My friend told me there was a way that you can animate an object and blender, and then import it into Roblox. There’s a tutorial on how to do this, but you need a blender plugin and Roblox plugin. It works great!

Well yes, I already considered that option, and I tried it, however the rig is setup in a way that doesnt allow me to animate in blender and import it to Roblox, this is done to bypass the tri count. So the only way to animate the rig is using Animation Editor, which right now is in my opinion the worse animation method on Roblox right now, especially due to this easing direction issue, of course, there’s other problems with it but this is the greatest one yet.

Please read the message almost directly above your post: Animation cubic easing direction reversed - #56 by INT_L

I just encountered this and realized it was never solved… What???
Roblox seriously hasn’t fixed it when this bug was posted roughly 2 years ago?

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as stated in a earlier post this will not be fixed Animation cubic easing direction reversed - #56 by INT_L

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Hello, while we have made the decision for now to preserve the reversed behavior for compatibility, we understand this is a pain point. Updating the preview in the Clip Editor to match the runtime behavior is a good suggestion, since that would at least give a clearer idea of the runtime result without changing existing animations.

In the meantime, as that earlier post noted, we have now released to beta a new Animation Curve Editor. Please take a look, as it provides fine-grain and visual control of the easing behaviors by directly editing the tangents of the curves.

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I am noticing this bug still, more than 2 years later.

Animations keyframe EasingDirections In and Out are incorrectly swapped when playing animations. Animation editor correctly displays the expected result though.

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A Roblox animator, @SnyFort, has made a plugin for this. This has been a Roblox bug for pretty much forever. Plugin link: Revert Cubic Easing Direction - Roblox

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Any idea when something might be done Studio-side to make this less ridiculous? Developers are having blindingly frustrating issues and getting stuck on export because of this obscure issue. Most recently, Animation loop is not seamless in-game. (Mesh deformation). Not to mention, it is incredibly demoralizing to find after 8 hours of animating, your walk cycle is a mess when you export it and you have no idea why.

If this cannot be actually fixed, adjusting the Studio tooling to compensate is the next obvious thing to do. Curves solve the problem if you can figure out how to use them, but people will continue to use the baked in easing styles because it’s easier at a glance.

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For anyone who continues to have this issue, I have a temporary solution, a script which swaps out the easing direction of keyframes for a model named “AnimSaves” placed inside in ServerStorage. All you need to do is copy & paste the AnimSaves folder from inside the character into ServerStorage, run the script or copypaste into the command bar, and it should fix the animations in question. I’ve had to rely on this for however long this has been an issue, swapping and then exporting the fixed animations.

for _,d in pairs (game.ServerStorage.AnimSaves:GetDescendants()) do
	if d:IsA("Pose") and (d.EasingStyle==Enum.PoseEasingStyle.Cubic or d.EasingStyle==Enum.PoseEasingStyle.Constant) then
		local Switched = false
		if d.EasingDirection == Enum.PoseEasingDirection.In and not Switched then
			d.EasingDirection = Enum.PoseEasingDirection.Out
			Switched = true
		end
		if d.EasingDirection == Enum.PoseEasingDirection.Out and not Switched then
			d.EasingDirection = Enum.PoseEasingDirection.In
			Switched = true
		end
	end
end
print("Fixed Animations!")
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Still a problem in mid 2023, I’ve just encountered this bug

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I just noticed this bug when testing an animation. I’m using the latest version of the animation editor. Very annoying to have to re-upload every animation that uses the cubic easing style.

Any news on this? The bug is still there even today and it’s very frustrating.

Can something finally be done about this bug? I’ve never seen fruit hanging this low, yet here we are 4 years later. I understand there may be more pressing issues but this is something any developer will run into on their first day of learning how to animate. Please don’t sweep this issue under the rug.

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Poking here again because (with respect) this is inexcusable. “Just use curves” is not a solution for this - curves are a radically different method of animating within the engine. Telling people to turn their workflow upside down, and delay artists for N hours/days/weeks, while they learn a new animating method when the keyframe method is tried and true and has a practically infinite amount of resources and strategies already available, is completely negligent.

If you are concerned about backwards compatibility, add a version field to animation assets and fix it for new published ones. This is absolutely garbage for the end user to slam into, and is another one of those cuts involved in the “death by a thousand cuts” problem that Studio already has. Fix it and rip the band-aid off.

And honestly, it doesn’t matter where you fix it - in the asset playback or in the authoring tool. As long as the tool shows what’s going to be uploaded, nobody cares. Just fix it.

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