Interpolation of non-adjacent frames on animation

Posted By: Anonymous

Interpolation of non-adjacent frames on animation - 11/11/01 09:12

Let's suppose I have in my character model 3 animation cycles: stand1, stand2, walk1, walk2, walk3, walk4, die1, die2, die3, die4.

In my script, each cycle would be completed in 16 ticks (one second). So each stand frame would interpolate with the other trought 8 ticks during the animation, and the walk and die frames trought 4 in it's place.

If the character is fataly wounded, he will begin to die, let's say, in 3 arbitrary ticks. Is it possible to interpolate any of the current stand or walk frames with the first die frame, instead of just passing from live-and-happy to dead-corpse-falling-down state in one frame?

Sorry for long redundant information, but I think there are some people who could be interested on this but didn't make idea how it works.

Posted By: Anonymous

Re: Interpolation of non-adjacent frames on animation - 11/11/01 18:08

Hmm it's not directly possible from WDL, but you could add every frame from every motion and add the first die frame after it,
f.ex:

move1,die1,move2,die1,move3,die1...
now you just have to calculate which frame is the nearest (move2 for example), then you set the current frame to move2 and blend it to die1 after that you just play the die animation, maybe there is a better solution with the SDK

Posted By: James Snydstrup

Re: Interpolation of non-adjacent frames on animation - 11/12/01 00:48

André Ploszaj:

Useing ENT_CYCLE the answer is no since it keys off the the animation frame set name i.e. walk, run, etc..

However, if you directly run the animation useing FRAME and NEXT_FRAME you should be able to smoothly morph forwards or backwards between arbitrary frames.

Posted By: Anonymous

Re: Interpolation of non-adjacent frames on animation - 12/05/01 11:21

Thanks.

But playing around with it, I've noticed something strange in other way. It seems that the shading on any entity is calculed only on the keyframes. When the entity have a high albedo value, the metal flag set, and the sun tilt is low you can notice it better.

I mean, the shading is done smoothly if you are rotating the entity in the world, but when is the animation interpolation that is rotating normals, the shading only refreshes on keyframes.

1 - Is it a T&L issue on A5, or did I miss something?

Also, has anyone developed or planned a script to change the sun_angle according to light sources or dummies entities to fake a better reflection and entity shading? - Hum, thinking again it would be odd to see not only the moving entities have their shading rotated, but also the static ones just because the player walked around a light. - Hum, unless all entities other than the player where flat textured, this way even the "dynamic" shadow could be faked more realistic.

2 - Are there plans to improve the T&L on Acknex?

Posted By: Anonymous

Re: Interpolation of non-adjacent frames on animation - 12/09/01 12:08

Once I heard that it doesn't matter how many key-frames you have on a model's animation. Is it actually true? So true that I could have instead of the 8 regular keys for walk cycle, 32 keys? This would leave a regular model with thousands of animation key frames, but the previous problem would be minimized without a engine improvement.

But I would like to know if it is true that that many key frames don't affect performance in any machine.

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