Animation pops when using Sync Groups

I’m creating a Pivot animation following the Lyra project. When I try to use Sync Groups to properly transition from Pivot to Cycle, I see random “pops” during the transition.

I don’t even know where to start to look so any information, even where to start, is helpful. Thanks in advance!

Sync Group OFF
animation–sync-group-OFF.mkv (17.9 MB)

Sync Group ON
animation–sync-group-ON.mkv (20.9 MB)

You will see that there’s a really quick jump in the animation when the sync group is ON. When I disable it, it’s gone, but the animations are not in sync.

Depends on the initial setup.

If using blendespaces this is probably whats going on:
To make them work without sync you have to invert the animations so they are opposite, which eliminates the jump like mess that happens on 50% blend states.

If you then introduce sync gorups to that you have a bad entry to start which the sync group corrects.
The sync group is “right” in the sense he doesn’t know or care about the blend space at 50%.
But visually you are likely to get a jump/skip/jagger.

As far as figuring out what is going on, instead of slomo, use the animation debugging features that let you record and scan/break down the animations (new tools to ue4.27/5 and up i think).

Also, use `show animdebug
And tab into the character.

I sort of hope that stuff is going to remain visible as the new section scanning thing allows you to poke around into the recoreded sequence.

The debug will give you state machine values of the blends and current animation state so you can try and sort out what is playing (or trying to).

Personnally I stay away from engine trash - even lyra. Basically anything epic makes can break due to an update…
So I can’t help you with details to the issue aside from what I gave you above…

Know this, sync markers are Ok, but notifies are Async, which mens you can’t use them to tune stuff with reliability.
I recently had a dude who configured those instead of the sync markers and had to go back in n change it all, which is why I mention it…

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Thank you for your reply!

Yesterday I found out that it has to do with distance matching. I’m using Sequence Evaluators instead of Sequence Players and if I remove the distance matching node and just advance time normally, the issue is gone (without my goal of distance matched pivots, of course).

You’re right, I should be using those debugging tools, I will try it out.

Thank you for the insights on Sync Markers and debugging, I will keep trying to find out what’s causing this and how to fix it.

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