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Paradox-01 (talk | contribs) (gist of the Just Frame mod) |
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|valign="top"| <Length> | |valign="top"| <Length> | ||
|valign="top"| int16 | |valign="top"| int16 | ||
|Amount of interpolating frames. While interpolations with rotations are less noticeable, interpolations of different positions can cause an additional drift. | |Amount of interpolating frames. While interpolations with rotations are less noticeable, interpolations of different positions can cause an additional drift (i.e. sliding). | ||
This was especially observed for transitions of idle to movements and vice versa, basically any combination of animations with different accelerations at start and end. By default, animations without specified Shortcut interpolation give about 8 frames of interpolation. For moves starting or ending in idle better don't use interpolation. Just let the start and end frames have same positions and rotation values as the idle. Interpolations should always be considered as ''last resort''. | This was especially observed for transitions of idle to movements and vice versa, basically any combination of animations with different accelerations at start and end. By default, animations without specified Shortcut interpolation give about 8 frames of interpolation. For moves starting or ending in idle better don't use interpolation. Just let the start and end frames have same positions and rotation values as the idle. Interpolations should always be considered as ''last resort''. | ||
This drift can be observed even in vanilla animations - most prominently in Konoko's comb_k. Konoko's left foot should be in a single position, as the animation starts from from Konoko's idle pose. However, the interpolation is causing her left foot to drift noticeably to the right and bit forward. | |||
The reason this happens is because the interpolation "mixes" two animations. When one animation transitions into another via interpolation, part of the animation system continues playing the initial animation, and part of it is playing the follow-up animation, with all the rotations and positions getting linearly interpolated. | |||
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|valign="top"| <ReplaceAtomic> | |valign="top"| <ReplaceAtomic> |
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