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Some infantry animations stutter on injured walk #1039

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xezon opened this issue Aug 30, 2022 · 2 comments
Open

Some infantry animations stutter on injured walk #1039

xezon opened this issue Aug 30, 2022 · 2 comments
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Bug Something is not working right Minor Severity: Minor < Major < Critical < Blocker

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@xezon
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xezon commented Aug 30, 2022

Some infantry animations stutter on injured walk. Most obvious on USA Missile Defender and China Tank Hunter. To fix, W3D animation likely needs more frames.

The stutter amount was just estimated purely by observation.

Object Injured Stutter
Original USA Ranger
Original USA Missile Defender 50%
Original USA Pathfinder
Original USA Burton 20%
Original USA Pilot
Original China Red Guard
Original China Minigunner
Original China Tank Hunter 50%
Original China Lotus
Original China Hacker 33%
Original GLA Rebel
Original GLA Tunnel Defender
Original GLA Terror 20%
Original GLA Hijacker
Original GLA Saboteur
Original GLA Jarmen
stutter_walk.mp4
@xezon xezon added Bug Something is not working right Minor Severity: Minor < Major < Critical < Blocker labels Aug 30, 2022
@fastAiRR

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@commy2
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commy2 commented Aug 17, 2023

The issue with the Missile Defender and Tank Hunter may be related to their quirky INI setup. They have
AnimationSpeedFactorRange = 0.8 1.2 defined in DefaultConditionState (standing idle), which is inherited by MOVING ConditionState. This means that once the unit starts moving, the walk animation may be played slower or faster than normally. The vast majority of units do play the walk animations at a constant speed. Randomization is done via RANDOMSTART (to make mass moving units look less synchronized).

It's not. SpeedFactorRange does not apply to animations with distance modifier defined (such as MOVING for these units).

@commy2 commy2 assigned commy2 and unassigned commy2 Aug 17, 2023
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Labels
Bug Something is not working right Minor Severity: Minor < Major < Critical < Blocker
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