In short, my question is how to animate something where it appears to suddenly pop-in to a place, and then disappear. Even putting keyframes right next to each other, Babylon appears to tween the animation, whereas in my mind, if frame 10 had position.x = 5 and frame 11 had position.x = 0, there would be no animation in-between the frames.
Here’s an example of what I think should do this, because the keyframes are adjacent to each other.
Is there a way to achieve what I want? And yes, it has to be an animation…and the reason is a follow up to a previous question I had.
The long version is that I want to animate vertices on a mesh and export to GLTF. As GLTF doesn’t support vertex animation and I’d have too many morph targets for a GLTF file, I got the idea to go simple and dumb. Basically create a sprite sheet of sorts with my cloned meshes. Create an animation where one mesh will appear in place, and then the next, and then the next. Yes, I’m aware that BJS GLTF export doesn’t support animation yet, but one problem at a time