Easing and correct scaling for .anms, custom pivot points#436
Merged
themrdemonized merged 3 commits intothemrdemonized:damoldavskyfrom Feb 18, 2026
Merged
Easing and correct scaling for .anms, custom pivot points#436themrdemonized merged 3 commits intothemrdemonized:damoldavskyfrom
themrdemonized merged 3 commits intothemrdemonized:damoldavskyfrom
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The default blending code just multiplies the entire .anm transform matrix by
blending * power, and sets the diagonal to one. This has several issues:To fix those, I convert rotation transform to a quaternion and apply slerp to ensure constant spherical speed of blended rotation (while translation is applied as before). Also, an interpolation func is applied to blend amount to make large-amplitude movements more or less natural looking.
Also added support for playing anms around custom pivot points.
Fixed
blend_move_animscommand to affect weapons with GLs as well.