Animate a value through several keyframes, each stretch with its own feel
A logo that swings in, waits, and drops out needs more than one start and end value. Here is how to sample any moment of such a track, what to return before the first and after the last point, and how to hold a value for a while or make a sudden jump.
Why this works
Motion is made of stretches with different characters: a quick start here, a slow settle there. Letting each stretch carry its own feel, set at the key where it starts, gives the animator the freedom of hand-drawn timing, and one reading rule works for the whole track.
When not to use it
Don't use it for motion that depends on what happens in the game, such as a character who reacts to the player, or for something that follows a natural curve like a fall. Use a rule or a force there, and don't author keys by hand.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 36 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Animate a value through several keyframes, each stretch with its own feel" (read_entry keyframe-track-with-easing-per-segment) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP