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Animation player jumps to the first frame after animation ends, instead of staying at the last frame #10480
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A-Animation
Make things move and change over time
C-Bug
An unexpected or incorrect behavior
P-Regression
Functionality that used to work but no longer does. Add a test for this!
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idanarye
added
C-Bug
An unexpected or incorrect behavior
S-Needs-Triage
This issue needs to be labelled
labels
Nov 9, 2023
nicopap
added
P-Regression
Functionality that used to work but no longer does. Add a test for this!
A-Animation
Make things move and change over time
and removed
S-Needs-Triage
This issue needs to be labelled
labels
Nov 10, 2023
I've also reproduced this error today |
Same here after migrating from 0.11.3 to 0.12 |
Saw that as well. I was using morph targets/shape keys animation. |
working on it |
github-merge-queue bot
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Nov 14, 2023
# Objective After #9002, it seems that "single shot" animations were broken. When completing, they would reset to their initial value. Which is generally not what you want. - Fixes #10480 ## Solution Avoid `%`-ing the animation after the number of completions exceeds the specified one. Instead, we early-return. This is also true when the player is playing in reverse. --- ## Changelog - Avoid resetting animations after `Repeat::Never` animation completion.
cart
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Nov 30, 2023
# Objective After #9002, it seems that "single shot" animations were broken. When completing, they would reset to their initial value. Which is generally not what you want. - Fixes #10480 ## Solution Avoid `%`-ing the animation after the number of completions exceeds the specified one. Instead, we early-return. This is also true when the player is playing in reverse. --- ## Changelog - Avoid resetting animations after `Repeat::Never` animation completion.
rdrpenguin04
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Jan 9, 2024
# Objective After bevyengine#9002, it seems that "single shot" animations were broken. When completing, they would reset to their initial value. Which is generally not what you want. - Fixes bevyengine#10480 ## Solution Avoid `%`-ing the animation after the number of completions exceeds the specified one. Instead, we early-return. This is also true when the player is playing in reverse. --- ## Changelog - Avoid resetting animations after `Repeat::Never` animation completion.
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Labels
A-Animation
Make things move and change over time
C-Bug
An unexpected or incorrect behavior
P-Regression
Functionality that used to work but no longer does. Add a test for this!
Bevy version
Bevy v0.12.0
What you did
The problem happens when I start a non-repeating animation with the
AnimationPlayer
. I've created a repository that demonstrates the problem: https://github.com/idanarye/demonstrate-bevy-0.12-animation-bugIn the demos, hit the Spacebar to start the animation. If you run them in WASM you'll probably need to click on the canvas first before it starts accepting keyboard input.
What went wrong
Additional information
Note that I'm using the same glb file I used when I found the problem. I've tried to replicate it with a simpler glb file, but with no success. So it is possible that something is wrong with my glb file (which is very likely - I had to import some lost animation from an old export to the blender file, which could have messed things up), but since it works just fine in Bevy v0.11 there may be an actual regression in Bevy v0.12.
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