Use in-out easing for better animation interpolation#1330
Use in-out easing for better animation interpolation#1330Calinou wants to merge 1 commit intoredeclipse:masterfrom
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The difference is mainly noticeable on high refresh-rate monitors, but it affects both third-person animations and first-person weapons. The effect on first-person weapons is mainly visible after switching to certain weapons such as the pistol, shotgun and zapper. The animation interpolation duration has been slightly lengthened to better make use of the new easing.
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Discord copypasta:
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Yeah, as in the pasted discussion, I'm not a fan of this idea at all. However, I agree with the fact that animations could be done better. Instead of doing this in the code, I plan on remaking some of the animations, particularly the weapon switch ones, to make them look smoother and more natural, as part of the ongoing process. |
Follow-up to #1326.
The difference is mainly noticeable on high refresh-rate monitors, but it affects both third-person animations and first-person weapons. The effect on first-person weapons is mainly visible after switching to certain weapons such as the pistol, shotgun and zapper.
The animation interpolation duration has been slightly lengthened to better make use of the new easing.
Preview
/gamespeed 25is used in the videos below.Before
interpolation-old.mp4
After
interpolation-new.mp4