Sergeant_Mark_IV wrote:Well, the minigun model in Doom doesn't exists.
Hence why it's called a "stand in prop." Another thing professionals use.
Sergeant_Mark_IV wrote:A bunch of ill-conceived home tests that would get you laughed out of any animation job interview.
Look, it's quite clear that you don't understand basic animation principles. Movement between one value and another using a sine curve does not mean wobble your weapon out in whacky positions. Here's a sine curve:
It is using a two-dimensional representation to illustrate how one value fed in to the sine function relates to the value returned from it. Now, as you can see, the progression of the sine function between any two values is not linear:
How does this all relate to animation between frames? Pretty simple. The input to a linear function and a sine function here is the time between two frames, normalised to a value between 0% and 100%. If you want to make a frame 25% between two frames, a linear function would return 25%. However, the sine function would not return 25%. To get a smooth curve out of the sine function, you'd alter the input to provide a value to sine that would return a range between -1 and 1, and then normalise that value to be between 0 and 1. At the end of the day, the input of 25% would return 14.64%. That's a full 10% from the original linear value plus change. Thus, inserting three frames between your first and last frame of animation would ask you to make frames 14.64%, 50%, and 85.36% of the way between them and display them at a constant linear rate. Which is quite a difference from 25%, 50%, and 75% at a constant linear rate.
This should also make quite apparent the flaw to simply altering the frame duration. To match the output that a sine curve would bring, you'd have to hold that 25% frame off much longer, and the gap between the 50% and 75% frame would be much shorter. Since you're altering the temporal playback of it, it will then result in jerky animations.
And I think we can all agree jerky animations are a far cry away from "high quality".
This is all basic stuff that I suggest you study in more detail if you actually want to hit your goal of high quality. Sure, the number of posts in this thread saying that what you've got now looks great is an argument for keeping them as they are. But that's not improving your skill set, nor is it (or any of the justifications you've tried using) going to help your work pass any kind of professional quality test - which you really should be aiming for if you want them to be high quality animations used instead of the stock Doom ones.