Recently when tracking bad frames in sequences, I spot a problem I can’t resolve.
We have a sequence with a car traveling on a road, followed by a sequence where the car stop.
Between the 2 sequences, the position of the car, change (the 2 road are not near each other)
Our animators build 2 animations, one for the car, the other for the camera.
And put the 2 tracks into the sequencer.
When the camera and the car change position (cut) the car move 1 frame before the camera, creating a “bad” frame.
Let says the first sequence is from frame 0 to frame 99, the new position is from frame 100 to 200
The camera move at frame 100, the car at frame 99.
The strange thing is that the car is not on the other position at frame 99, the car is between both positions.
We found that removing the EAnimInterpolationType::Linear in the car animation fix the problem, but create other problems when the car and the camera move at same speed.
Is there a way to cut the linear interpolation for the car, but only in case of teleportation ?
Or at least avoid the system to change a position key.
At frame 99 the car is “asked” to be at his right position by the animation, but the interpolation change that.
I can’t find in Engine Code where this interpolation is computed, Maybe I can add some distance threshold to avoid that.