This is an amazing addition and yes it can use some dips and dabs here and there but there is a main issue with this and it’s that it crashes your entire studio upon using these animations anywhere (Tools , Player animations) etc.
Bumping this. Would be extremely useful in Creating smoother transitions in Particle properties rather than having to emulate it with the Linear blocks in NumberSequence. Would allow people to Make stuff like this a lot easier:
Ive had issues in my experience and only just realised that i think im having the same issue as you. Animations on humanoids work fine with curve editor but animation controller meshes (while they work in editor) don’t play in studio when you initialise via a script or local script.
I can confirm that the curve editor does not work when used on AnimationControllers (ie non-humanoid meshes). Switching to a (only) node editor animation fixes the issue.
Animation markers don’t seem to be working when using this, I keep getting this error;
“Invalid character encountered in marker when decoding MarkerCurve. Instance likely corrupted”
Animation plays; but marker listener events don’t seem to fire.
Amazing, I’ve used it so far and my animations are now smoother!
The only problem I have with it is that the animations crash you when played in-game, it’s a shame and really annoying I have to wait until this is fixed
Thank you to everyone who responded with information on the crashes. We have investigated and will have fixes out for them next week! I will update this thread when they go live. One note is that most of them are tied to the old animation runtime system, so opting into the AnimationWeightedBlendFix (which itself has been updated to resolve some of the reported issues the community helped identify) may avoid the crash until then. Thanks again!
I tried out the Curve Editor and apparently whenever I Enable IK, while using Curve Editor, I can’t use IK at all and sometimes it crashes Studio by Enabling It! I am not sure if this is a restriction or a bug, but I really recommend fixing it.
We will have a fix for the old runtime system soon, so enabling the AnimationWeightedBlendFix will not be strictly required after that releases. That said, we’d still appreciate it if you use the new runtime system and let us know what parts of that update are not workable for you.
I started working with this today, and while I’ve not yet created something super intricate, this is a fantastic and well-needed addition. It makes movements feel much more natural. No words.
It would be cool if we could change the length of the little dragger rotation things though since I find it’s a bit difficult to create a movement that slows down slowly without accidentally creating a back-esque easing style.
For example:
Although, it would be cool if we could see a curve editor with tweening but I suppose that’s probably out of the scope for the animation team. And it’s not super hard to work with bezier curves so this is possible if one has enough knowledge with interpolation and whatnot.
Also I’m not sure if this is a bug but I can’t switch from rotation mode to movement mode. If I press ctrl + 2 or ctrl + 4, it switches to movement and rotation mode outside of the animation editor, so it’s not possible for me to animate aside from movements unless I manually set the values inside of the position/rotation text boxes.
It could be because of an error as well, I get these errors: