Hey guys,
I faced with a strange problem where looped animation have some little lag when animation start again. During investigation i found that animation doesn’t have any changes at the start of animation (few frames)
To reproduce it just use this mesh https://assets.babylonjs.com/meshes/HVGirl.glb in babylon sandbox. Set “Walking” animation and set speed ratio of animation to 0.1 When animation ends and new cycle started you will see that mesh is not moving at all.
Could you please check?
Also i have a question why blender have 30 frames but babylon mesh have 75 frames of animation and sometimes 77.5? mesh above have 64
Thanks!
Ok 
I checked the file and reproduced the issue.
The loop itself is not adding a delay. The Walking animation’s first sample is at 0.0333s instead of 0s . Babylon maps glTF animation time to 60 fps, so the first authored key is around frame 2. The pose therefore remains unchanged from frames 0–2.
With a speed ratio of 0.1 , those two frames last about 0.33s , which explains the pause at every loop.
The preferred fix is to re-export from Blender with “Set All glTF Animation Starting at 0” enabled.
For this file, a runtime workaround is:
walking.start(true, 0.1, 2, walking.to);
The different or fractional frame numbers are also expected: glTF stores animation times in seconds, which Babylon converts to its default 60-fps timeline.
So this appears to be an exported animation offset rather than a Babylon.js looping bug.
Hey @Deltakosh ,
We tested with “Set All glTF Animation Starting at 0” parameter enabled and problem is dismissed.
The problem is that we can’t use default exporter from blender because we use rig controllers and blender default exporter export them too (It’s wrong). but plugin which export rig correctly don’t have such parameter “Set All glTF Animation Starting at 0”
As workaround we moved animations to position 0 (for example our animation was 1-30 and became 0-29) after export with plugin problem is dismissed.
Thanks for help!