Oh well, that is some light then... (dark light perhaps?)
Well, at least I know what to expect now.
What do you suggest as blending code? Copying bone rotations and etc. from one pose to another? would that be possible?
EDIT:
I found this in the manual, in ent_blendpose, remarks:
"Blending by linear interpolation computes intermediate vertex positions rather than intermediate bones angles. Thus it produces the best results when the bones angles of source and target pose are not too different, like less than 90 degrees. "
That is exactly what is happening. However, I am using ent_blend and not ent_blendpose.
In ent_blend, the manual says:
"For bones scenes, the instruction does not alter frame and next_frame, but blends the entity's skeleton between the scenes. Only bones affected by the given scene are moved. Several bones animations can be blended by executing this instruction several times for different animation scenes that can even affect the same sets of bones (see ent_animate example)..."
is this still valid? it seems to me that ent_blend blends vertices just the same way as ent_blendpose.
need... sleep...
|Emilio|