#what makes this animation so jittery

44 messages · Page 1 of 1 (latest)

carmine flare
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the mortat animation is very jittery fsr, im using the speed scale property btw if that hurts perf

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im also using physics interpolation

strange hound
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We're looking at the animation of the mortar projectile flying through the air?

strange hound
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How is this animation being achieved?

carmine flare
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i actually made it a 10 seconds animation then used the speed scale to scale it down

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wut why is it looking so smooth in the video

strange hound
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I was going to say

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Lag on your end..?

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But then surely it would show in the video..

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Weird

carmine flare
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weird

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its not lagging anymore

carmine flare
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movie maker ig

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idk maybe it was just some unrelated lag affecting it

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hey it works now so its fine, any unrelated suggestions, you seem to know your shit

strange hound
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I've done my fair share of game jams in godot, so I've kind of learned a lot because of that, but I don't know everything

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My only suggestion might be to change the interpolation mode?

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It looks like it's linearly moving to the highest point and then linearly moving down

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Ideally it would be more of a smooth curve

carmine flare
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can we use curve texture in animations?

carmine flare
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the curve icon is greyed out for me fsr

strange hound
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Screenshot?

carmine flare
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oh sorry for not replying every time, i just have notifications for non pings turned off

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@strange hound

strange hound
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To the right of the track, that orange symbol, that should be a dropdown that lets you choose the interpolation mode

carmine flare
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oh i thought it was the blue curve at the bottom

strange hound
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I think that symbol at the bottom is greyed out because you aren't using any bezier curves in this animation

carmine flare
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is it possible to add them now

strange hound
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You shouldn't need them

carmine flare
strange hound
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Swap the interpolation mode

carmine flare
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oh i switched to cubic interpolation, it looks way better now, but i dont really get what it does

strange hound
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The symbols help to explain it a bit

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Basically, instead of following a straight line from point a to b, it follows a smoother curve, accelerating/decelerating throughout the movement

carmine flare
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dues it just snap to the value when u reach the time

strange hound
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I assume (haven't tested that one)

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I actually haven't touched this node at all -w-

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But I did some quick testing just now so I could answer properly