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animation timings
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[quote][b]VP[/b] wrote: In theory, the maths looks correct but in practice it sounds like an issue maybe caused by Frame skipping. (Not every frame gets drawn drawn). I may be wrong but to draw a 300 frames per second animation, I suspect that coppercube is not actually rendering all 300 rames. The higher the animation FPS, the more frame skipping will occur. Using time as a marker for animation frames is different to using FPS as a counter for time - this can become problematic as frame-rate is variable whilst time is a relative constant. Syncing animation to time will depend on the refresh rate of the screen, the frame-rate of the game and the FPS of the animation. For example, if your game is running at 60 Frames per second frame-rate, to draw 600 frames per second animation, it will have to skip certain frames - just like a human eye does - because it doesn't have enough time to draw all the frames in the given time. To sync properly, you would probably need to identify which number frame is being drawn during refresh, rather than relying on a timer to count the expected frames. To do this, I cheat and use an on proximity event and attach a node to the foot. You can then calculate the bpm of the foot-falls hitting an attached plane. If I try use FPS for timing, it eventually goes out of sync just the same as you experienced. If you don't want to use place-markers for the animation, you could try locking your frame-rate instead to see if that eliminates any timing/sync errors by refreshing the screen only after each frame is drawn. You should then be able to perfectly calculate the speed. I may be wrong and possibly just talking BS. I did study animation at college but the maths is something I always struggle with - because I have a kind of dyslexia which specifically affects my understanding of time and numbers. I do remember them talking about frames falling out of sync due to frame-skipping so it may be worth investigating further in case it points you in the right direction. You'll probably understand it more than I did. Another animation trick which may be of help with syncing is that 3rd part Animation software usually includes a feature called "key-framing" which interpolates the animation by deleting certain (unnecessary) frames. An example would be using keyframes to convert/optimise a 600 FPS animation into a 30 Frame animation - this is a kind of deliberate frame-skipping for efficiency in gaming - as you're using less frames (at a slower FPS) to draw the same animation in the same time without making it look too jerky.[/quote]
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