Currently all blending goes through our basic piecewise blender system that does a component-wise blend of all scalar values.
This is not desirable for transforms however since users generally expect transforms to be applied using matrix operations or using a slerp (in the case of Quaternion Interpolations).
We should introduce new blender systems for transforms that allow us to do this blend properly, whilst also allowing us to build features on top of this kind of blending (such as ordering constraints etc).
This feature might involve some small changes to UMovieScenePropertyInstantiatorSystem::InitializeBlendPath to allow it to make better decisions about mixes of blender systems, and maybe just forcing a certain blender for all transform properties (which would be controlled by the transform section entity import itself).
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-173439 in the post.
12 |
Component | UE - Anim - Sequencer |
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Target Fix | 5.2 |
Main Commit | 23833816 |
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Created | Jan 5, 2023 |
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Updated | Jan 24, 2023 |