Hello! I've been hitting a really odd problem when making movies with the Source engine — any bone that uses position in an animation will have precision issues.
It happens on every HLMV and engine version, including Portal 2 and the "leaked" Source Filmmaker (though it can solve the problem because it can smooth animation curves) • Example in Source 2009 HLMV<http://www.youtube.com/watch?v=cvZB016D39c&feature=relmfu> • Example in Portal 2 in-game <http://www.youtube.com/watch?v=X_rbEHNULhE> Here's what I've been able to see: • It doesn't come from the SMD/DMX exporter of the 3D package used to animate (it happens with sequences from 3ds Max and Blender). Here's a screenshot of a camera animation's SMD reimported after export in the 3ds Max curve editor <http://img.maxofs2d.net/screenshots/nr9im5.png>: it looks perfect in there, but does the jitter effect in-engine. • Using different versions of StudioMDL to compile the animations does not solve the issue • Raising the framerate of the sequence does not affect the issue • The "snapping" effect does not seem to increase (or at least not very much) at really big offsets (it happens at xyz 10 as much as it does at xyz 2,000) • And last the thing that I find really confusing: it seems that it is only a playback issue, since the sequence SMD that comes out after decompiling its compiled version is identical — no decimals were chopped off (always 6 after the comma, no matter the offset) or anything of that kind. Do you have any idea of what could be causing this, and whether it could be fixed? (the only alternative would be switching to Source Filmmaker, but it's not released officially and the leak is buggy, so that's a no-go for me) *~Maxime Lebled <http://www.maxofs2d.net/>*
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