jhooks1 wrote:Chris, I had a chance to finally view your work in the latest master. Overall pretty good, but there is a problem with jerkiness. It is most apparent in the ash_zombie, but I have seen it across other creatures and even npcs. I am 99% sure this problem is coming from the manual interpolation you are doing for the keyframes (to properly implement the two separate NIF quaternion and translation tracks, into the ogre keyframes using Ogre::Slerp and a formula for translations).
Yeah, I'm pretty sure it has something to do with the interpolation, too. I wish I could understand why it goes wonky, though. I figured it had something to do with the lack of Quadratic and TBC interpolation support, but I haven't yet worked out how they're supposed to work. It may require converting the animations into a constant FPS track (e.g. continually step forward in time by 1/fps and create the keyframes based on the nearby keys and the interpolation type, instead of continually jumping to the next key time exactly; since Ogre only does linear interpolation, we may need to do more manual steps in between the keys to get them to move correctly).
EDIT: It shouldn't be too hard to fix this, I can help if you wish.
That would be helpful, thanks.
I'd at least like to know why it's going wrong, though patches/code would be useful, too.