keenan1127
keenan1127
the half-way frames of both animations do not apply when aligned with their actual positions in-game.
in test animation, there are several animations in the "held item" animation group that have nothing to do with held items said irrelevant animations: air head pitch head yaw health...
the head stays put even when the scale is moved.
 
if we have a value layer animation that has 3 frames, we can't make it reach frame 2 correctly since values in value layers are 0-indexed, so it's 101 total...
can't remove the huge overlay that blocks like 99% of your screen when you take damage with VR, it's really annoying.