Glitching animation in Sequencer

Can anyone point me to a tutorial or even a course (it’s got that bad) that might teach me why my walk is so awful and flickers like this at all please? :slight_smile:

You need to match the next clip with the previous one based on a joint. I’m guessing pelvis will most likely work best

(to get the option right click on the clip in the sequencer)

@3dRaven cheers mate - yeah I tried that but it still glitches. I tried a new character as well just in case but no dice. I tried to get the scrubber as close as it would to the next clip - it won’t line up exactly before doing that as well and tried both root and pelvis bones. If I overlap the clips I can get that glitch to stop but there’s a new glitch which I think is because of the overlap. It feels like I’m not understanding something about how to setup these animation clips.

Have you set it for both clips? (One for previous other for next)

Does the animation itself skip back to the very beginning after it finishes?
Is it root motion animation?

I have another question around the same thing @3dRaven if you’re still around! :slight_smile:

While I’ve got the animation working it’s a lot of work gauging and tuning the transform to the animation - is there any way I can say ‘walk over there’ to the action and I can then get the camera to follow? Like a real director would - maybe with blueprints?

Well you can add camera cuts that will use the camera of said actor where in theory you could have extra logic