Sleeping Crows
Success! Finally got an animation to work in godot π
baby steps...
Haven't figured out a better fix yet, there is a way to interpolate transformations by marking a set threshold framerate, and call a linear interpolation on the visual meshes to reduce judder.
Attempts to implement interpolation led to some funny bugs, but nothing tangible.
However, it's looking more like I should just trash my current movement and camera scripts and rework them from the ground up with interpolation in mind.
The lazy fix would just to cap the framerate to the physics framerate, but that just won't do.
Attempts to implement interpolation led to some funny bugs, but nothing tangible.
However, it's looking more like I should just trash my current movement and camera scripts and rework them from the ground up with interpolation in mind.
The lazy fix would just to cap the framerate to the physics framerate, but that just won't do.
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π€ Was able to temporarily sort some of this out with Lawnjelly's Physics interpolation addon, but brings in other issues to work on in regards to player locomotion. (Demonstrated at 30FPS with a Physics tickrate of 10)
looking into making my own implementation, but it's way out of my comfort zone.
(MIT Licensed. https://github.com/lawnjelly/smoothing-addon )
looking into making my own implementation, but it's way out of my comfort zone.
(MIT Licensed. https://github.com/lawnjelly/smoothing-addon )
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Sleeping Crows
Something just seemed off about the neck still, ended up sliding the neck further down and rolling the chest underside a bit more.
back to work on improving the shader and simplified the emission map setup.