I just started a little bge-project and already messed up everything possible.
I made this “robot” and animated it with Ipo-Curves (or F-Curves however you want to call it…).
Unfortunately, the transistion between the (so far 2) animations in the game look very odd.
Is there any way to create “smooth transistions” (without using armatures…)?
(Controls: W,A,D & Space+W)
[btw.: you may switch to camera view before starting the game engine…]
I get the 250 key error… (is that if you save the file when on a frame other than 1? That’s the only time i’ve ever seen it, anyway) ah, I see your question now (I just tried to answer a different one) You can use properties to act as “buffers”; have a point where all the animations start off, as in start each animation with the copy of the same frame (for example, have walk cycle at frames 10 - 60 and a jump animations at 70-80, but have frame 10 and 70 duplicates of the same frame), then use properties (whether you control the IPO with a property or just test a property that has the frame) to make sure the animations only start when the property is equal to a one of the frames with your duplicated keyframe. this would perhaps need the animations that aren’t ping-pong or flipper to end on the same frame… (hence why most people just live with it)
plus it might mess with responsiveness a bit too if the player has to wait for the walk cycle to finish before jumping :/)
I had the idea for this a while ago, but it turns out that after I got it working, people don’t really mind jumpy animation transition; even in some industry games… (mainly fighters or platformers)