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Cave Engine had one animation problem that stuck around for years: non-looping animations could transition in smoothly, but when they ended, they couldn’t properly blend back into the previous animation. In this video, I break down exactly why that happened, how Cave’s animation priorities and blending system work, and why the technically “correct” behavior was producing the wrong result for developers.
Then I build and test the fix live. Instead of immediately discarding a finished animation, Cave now internally keeps its final frame available for blending while still reporting the animation as finished to the game code. It’s a small implementation change that finally fixes an animation workflow problem that has existed throughout Cave’s development.
➡️ Chapters:
00:00 The Animation Problem I Never Fixed
01:09 Reproducing the Bug
03:00 Animation Priorities in Cave
05:28 Why Animation Blending Breaks
07:02 How Cave’s Animation System Works
08:46 The Real Problem
12:18 Why This Took 11 Years to Fix
14:30 Building and Testing the Fix
16:35 The New Animation Behavior
18:25 How the Fix Actually Works
19:40 Coming in Cave Engine 1.7
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► Uniday Studio
By: Guilherme Teres Nunes