Models jump when sprite name changes
Posted: Thu Nov 01, 2007 21:03
Only happens when model frame interpolation is on.
I was testing out a model from Quake2 - the satellite dish. It has 39 frames of animation - it rises, wiggles a bit and then rotates. To show all those frames in one smooth movement requires 39 sprite frames to be allocated to different model frames. As you know, Doom sprites can't have 39 frames, being limited to the alphabet plus [ ] \ (or is it / ?). So, I used 2 sprite sets (POSS and SPOSS). The animation works almost as intended, but when the decorate actor switches from one set of sprites to the next, there is a brief, but very noticeable jump back to the first frame in the model.
The attached file has 3 actors defined. Test43 does the up/down animation smoothly. Test43a does the side to side. Test43b has the whole animation using 2 sets of sprites and you can see the jerk effect when the sprite name changes.
http://www.zen64060.zen.co.uk/sattest.zip
I was testing out a model from Quake2 - the satellite dish. It has 39 frames of animation - it rises, wiggles a bit and then rotates. To show all those frames in one smooth movement requires 39 sprite frames to be allocated to different model frames. As you know, Doom sprites can't have 39 frames, being limited to the alphabet plus [ ] \ (or is it / ?). So, I used 2 sprite sets (POSS and SPOSS). The animation works almost as intended, but when the decorate actor switches from one set of sprites to the next, there is a brief, but very noticeable jump back to the first frame in the model.
The attached file has 3 actors defined. Test43 does the up/down animation smoothly. Test43a does the side to side. Test43b has the whole animation using 2 sets of sprites and you can see the jerk effect when the sprite name changes.
http://www.zen64060.zen.co.uk/sattest.zip