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Interpolation between states for models

PostPosted: Tue Jun 12, 2018 3:33 pm
by JunkerKun
Hey there!

Is there a way to enable unterpolation between states for models? Like when actor changes state then frames will change smoothly, not instantly.
Or do I need to use nasty ckutches for that?

Re: Interpolation between states for models

PostPosted: Thu Jun 14, 2018 7:44 pm
by Diode
Aren't they interpolated already?

Re: Interpolation between states for models

PostPosted: Sat Jun 16, 2018 2:35 pm
by JunkerKun
Diode wrote:Aren't they interpolated already?

No. When you change states the animation will be changed instantly.

Re: Interpolation between states for models

PostPosted: Sun Jun 17, 2018 3:21 am
by Apeirogon
If you use something like "the hand is down in first frame - hand is up un next frame" of course it will be twitching. Especialy if you use 1 ticks delay between them.
Use intermediate frames fro this, the more frames you make the smoother animation will be between this frames.

Or, probably, you use NOINTERPOLATION flag, which, obivious, completely disable interpolation.

Re: Interpolation between states for models

PostPosted: Sun Jun 17, 2018 5:32 am
by JunkerKun
Apeirogon wrote:If you use something like "the hand is down in first frame - hand is up un next frame" of course it will be twitching. Especialy if you use 1 ticks delay between them.
Use intermediate frames fro this, the more frames you make the smoother animation will be between this frames.

Or, probably, you use NOINTERPOLATION flag, which, obivious, completely disable interpolation.


No, that's not it. What I'm talking about is the transition between _states_, not frames. As soon as you change _state_ the current frame is set to the first one in the new state. I kind of understand why it does that but is there a way to enable the interpolation so the state wouldn't change immediately and have model frames change smoothly?

Re: Interpolation between states for models

PostPosted: Tue Jun 19, 2018 11:36 am
by Apeirogon
Can you please share video or wad/pack with this problem? Because Im not sure what you mean.

Re: Interpolation between states for models

PostPosted: Wed Jun 20, 2018 10:19 am
by R4L
Apeirogon wrote:Can you please share video or wad/pack with this problem? Because Im not sure what you mean.


He means the jerkiness of switching states. For example, an Imp walking around then suddenly facing the player to throw a fireball instead of turning through its rotations first or doing a "winding up" animation of some sort.

Re: Interpolation between states for models

PostPosted: Wed Jun 20, 2018 1:13 pm
by JunkerKun
R4L wrote:
Apeirogon wrote:Can you please share video or wad/pack with this problem? Because Im not sure what you mean.


He means the jerkiness of switching states. For example, an Imp walking around then suddenly facing the player to throw a fireball instead of turning through its rotations first or doing a "winding up" animation of some sort.


No, not this. I'll try to explain it a little better, since I don't really have a wad to show this, nor can I record a video at the moment.
Imaine you have two states: Idle and Run. Idle has 5 frames and Run has 5 frames. Now when an actor is in state Idle all frames are interpolated - they change each other smoothly. But as soon as state is changed to Run actor immediately shows the first frame from state Run and then begins to interpolate between them. So there is no interframes between frame in Idle and a frame in Run.

Re: Interpolation between states for models

PostPosted: Wed Jun 20, 2018 2:52 pm
by Hellser
I get what he's trying to say. Interpolation between states. Take for an example the Cyberdemon's firing pose and his normal walking pose. If it was a model, it would 'snap' to the firing pose. With interpolation, he'll move into the firing pose without the model maker or coder having to create additional frames.

Re: Interpolation between states for models

PostPosted: Wed Jun 20, 2018 3:13 pm
by Jaxxoon R
I've always tended to work around this by starting every state with a couple frame long
Code: Select allExpand view
"----" A

so that it transitions more smoothly