While I love the idea behind your static mesh animation (therefore not so static anymore, ha) mods, there's just one thing that stops me from using them: linear interpolation. Everything moves unnaturally, like a "robot", while the models you're mostly animating are organic/soft surfaces. Could you look into applying some easing functions to these animations, or using a different interpolation method?
have you been in game with these because the original mod used linear interpolation but the subsequent updates have rectified this? also important to note is that the videos are very out of date. However if this conclusion was reached with in game testing of the newest version then I suppose further refining of the curves is required. the mod in its current states uses beizer interpolation . but some other models have not been updated and will indeed be using linear .
just jumped in game as I forgot what they looked like. I think they look very natural in the most recent update. but this did make me put all the optional files into old files because they all use linear . the reset position was very poorly done, this impacts its fidelity greatly .
Oh, so that was improved already? Then I beg your pardon, as I've checked the videos for the variety of your animation mods and jumped to that conclusion. Will check these animations in game, thanks!
Risking the bad manners of reviving an old post, wanted to suggest you sticky this comment or mention something about the video's being old in the descriptions of your animation mods. I was going to sklip all your animations because of the robotic, unnatural look of many animations in the videos. If I hadn't seen this comment about the videos using a old system to animate the movement I would have passed without seeing them in game.
-Come on, come on, step on it, we’ve still gotta make Rio De Janeirio.
If you're planning to start reconfiguring your various animations to account for the advantages of quadratic motion, you'll want to know that dlcpittscfbridge01's (both versions) animation vector de-syncs a bit at the loop, due to the fact that the "end" Text Key is designated 11.0 rather than the 11.966700 indicated in NiControllerSequence.
That just handles sounds, its restart time is based on the Nicontrollersequence time so everything should be good. I am probably not going to release updates as the change is very minor. but I might start messing around with interpolation methods for future mods, rather than just sticking with linear.
> but I might start messing around with interpolation methods for future mods
Looking forward to it. I feel like the linear system may have been limiting your options, and you'll have a much easier time working with proper swaying vectors.
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Could you look into applying some easing functions to these animations, or using a different interpolation method?
Will check these animations in game, thanks!
I was going to sklip all your animations because of the robotic, unnatural look of many animations in the videos. If I hadn't seen this comment about the videos using a old system to animate the movement I would have passed without seeing them in game.
-Come on, come on, step on it, we’ve still gotta make Rio De Janeirio.
Looking forward to it. I feel like the linear system may have been limiting your options, and you'll have a much easier time working with proper swaying vectors.