Hi All,
So with Matinee going away in UE 24, i though it was finally time to start learning sequencer and start using it within levels, but iv noticed a weird problem.
In Matinee, when i would animate objects, the “Ease” in and out of key frames was really good, allowing for natural movements for larger objects.
In sequencer, im noticing that this “ease” or Interpolation is not as natural. Right around the key frame, there is this dead zone of were the object does not move, and then after a second will start again.
This seems to be the equivalent of the “Quat” Interpolation found in matinee.
Iv played around with the 5 different Interpolation frame types in sequencer (auto, user ect) but its always still has that dead zone, was wondering if im missing something simple or should there be another way i should go about this.
I have also figured out that if you animate something in Matinee, then convert that animation to level sequence, it fixes the dead zone, that must mean that its something to do with the way it auto converts in between key frames if you start in level sequencer and animate something.
Any help is appreciated!
Can you try to build two matching sequences (one in Matinee and one in Sequencer) and then convert the Matinee → Sequencer and show the Curve Editor view of both sequences in Sequencer?
The Curve Editor works by evaluating the curve at each point in the view so it should match exactly what you see happen in game. This will quickly show you what the difference is between the two curves. If needed, in Sequencer, you can convert individual keys to weighted tangents so that you have more control over the curve, but these come at a higher evaluation cost than non-weighted keys.
Took a basic cube in the default level and over 10 seconds moved it left to right with a few keys in between. One image is converted from matinee to level sequencer and then one built from scratch in level sequencer, it does indeed change radically in how smooth it goes in between keys.
Outside of manually adjusting the keys, is there anyway of having it act more like matinee, or is this a case of this being the new norm when animating in level (In manually adjusting each key frame)?
Selecting the offending keys and pressing 1 in the curve editor (or right clicking and choosing Auto) is likely to match the old behavior.
I am not sure why the behavior has changed - are you creating the keys in the same order as you previously did? (ie: leftmost key, middle key, rightmost key) or are you doing it leftmost, rightmost, then going back into the middle and changing it?
Nothing changed in the way of me putting the keys, but i did find something fascinating.
Re animated the cube again and that curve problem was still there, right clicked it and it said it was auto, which was weird.
Hitting 1, it made a dramatic improvement, despite it already being set to auto
Wondering if this means i have to just manually hit 1 on key frames that are funky
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