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#editor

pegperegogaucho
Maybe for some animations it could be beneficial to slow them down
adrientd
Oh ok was thinking if that would be useful or not, I will consider it!
overfloyd
The combination of XXL2 music with the sometimes broken animations is just gold
hesopesomeso
I've had a similar thing happen to me:
hesopesomeso
Mostly because I forgot to add some "custom data" or "user data" or so RW calls it.
overfloyd
Oblebolix
overfloyd
The stuff of nightmares lmao
hesopesomeso
And here too XD
schmeling65
looks normal
hesopesomeso
yep
filip5011
How it feels to chew 5 Gum
adrientd
The reason was that the animations use compressed keyframes, where the translations and quaternions use custom 16-bit float numbers.
adrientd
But this 16-bit float only allows numbers in a range of (-2, 2).
adrientd
So how would it be possible to use translations outside of this range? Well there are two additional vectors "offset" and "scale" to transform the actual translation to the [-2,2] range and vice versa.
adrientd
I did a quick look at the Blender ANM plugin to figure that out, as it was working here :Obelul:
adrientd
And I didn't use these values yet, so I got these monstrosities :Obelul:
hesopesomeso
:PogelixPog: Great!
forgotten_in_abyss
Hm... Adrien? Can you change model of Rocket Roman in first cutscene with one with rocket and look if fly animation will look good?
adrientd
I'm not sure if they have the same bone structure.
pegperegogaucho
The rocket roman from the intro and the one from the romaster do seem to share the same skeleton!