View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000162 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-02-02 10:58 | 2017-04-30 16:21 |
| Reporter | Nash | ||||
| Assigned To | Rachael | ||||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | open | ||
| Summary | 0000162: World model animation interpolation doesn't seem to be working | ||||
| Description | Sending a private link to Graf Zahl's forum PM inbox. The character's animation seems to not be interpolated at all, regardless of the gl_interpolate_model_frames setting. | ||||
| Steps To Reproduce | Just run the example PK3, go to MAP01 and look at the character | ||||
| Tags | No tags attached. | ||||
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Did you try INTERPOLATEANGLES? |
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| This has nothing to do with angles. I'm talking about animation AKA states. That's what gl_interpolate_model_frames is supposed to control. | |
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This is because you used the placeholder sprite name ####. Unfortunately the model code was written with no awareness of that feature and cannot easily be refactored because the risk of regressions is too high. You should also avoid 0-duration dispatcher states when interpolating models, because models solely interpolate between states without any knowledge of the calling actor, so these states can cause glitches. |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2017-02-02 10:58 | Nash | New Issue | |
| 2017-02-02 14:40 | Major Cooke | Note Added: 0000329 | |
| 2017-02-02 14:40 | Major Cooke | Note Edited: 0000329 | View Revisions |
| 2017-02-02 22:16 | Nash | Note Added: 0000336 | |
| 2017-02-03 04:22 | Graf Zahl | Note Added: 0000339 | |
| 2017-02-03 04:22 | Graf Zahl | Status | new => on hold |
| 2017-04-30 16:21 | Rachael | Assigned To | => Rachael |
| 2017-04-30 16:21 | Rachael | Status | on hold => closed |