Can you help me solve this odd issue with having two timelines affecting the same object?
My space ship's rotations (around X and Z axes) are controlled with two separate timelines. It's the method I got from NeonTheCoder.
One is rotations around X, it's 10 seconds long with default straight and level position at 5 seconds, 90 degrees up is at zero while 90 degrees down is at 10 secs. The playhead position is controlled by some logic that looks at my current Y rotation and works out how much authority to give the X and Y outputs from my left stick over the timeline position.
The other timeline is identical except is deals with rotations around the Z axis.
So both timelines go from 90 degree rotation at one end to 90 degree rotation at the other end, with zero rotation in the middle (at 5 seconds). When I test each timeline separately they are perfect (as long as only one of them is switched on at a time. But when both are active, I do not get 90 degree rotation, it stops around 45-50 degrees.
But I can see from having the timelines open during Test mode, and checking all the numbers that are being fed to them, that nothing is actually wrong. For instance, my Y timeline will receive a perfect +1 signal and the playhead will indeed move to the very end of the timeline but the ship only rotates about halfway.
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I haven't seen that NTC video, but my understanding of keyframes is that if there are two active, the game will average them both. I also know that there's a difference in recording rotation and position (I forget what the official terms are). So you could try double checking that you only moved it via rotation when recording (L2 on DS4), or maybe just set the animation to twice as much, so it averages out to where you want it?
Andy -
Thanks Andy. I was very careful to only press L2 when capturing, although to be honest, from the experimentation I've done, I really can't see that it makes any difference.
You were right about the averaging though. I doubled the rotations to 180 degrees and then they both averaged out to 90.
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