Thaumic Augmentation

Thaumic Augmentation

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[Bug] Minor animation mishaps

Vapaman opened this issue ยท 5 comments

commented

Impetus drainers and diffusers animations snap to on and off state, before the update it was smoother.

Also the animation for the vis regenerator doesn't seem to work after toggling it, if there is more than 2 flux in the chunk. (There is still particles, indicating that it works)

commented

The animations for the diffuser and drainer were intentionally made to be like that. With the current animation system it is impossible to have any value (like rotation speed) have nonlinear growth. I would either have to coremod the animation system to add support for other interpolation functions, or find a linear approximation that the animation system doesn't hate. The problem with the old version was it being impossible to make it change animation states smoothly (it had a noticeable jump from starting -> enabled for example).

I'll look into the vis regenerator animation, though.

commented

Got the heck does Quark do it though? That is, support easing in and out animations.

commented

The animations for the diffuser and drainer were intentionally made to be like that. With the current animation system it is impossible to have any value (like rotation speed) have nonlinear growth. I would either have to coremod the animation system to add support for other interpolation functions, or find a linear approximation that the animation system doesn't hate. The problem with the old version was it being impossible to make it change animation states smoothly (it had a noticeable jump from starting -> enabled for example).

If that is the limitations of the system you are dealing with it, the current thing is fine for now, until you figure out something better.

commented

I should probably say why I am bothering with this system to begin with, instead of just redoing the animations in code myself:

  • Resource packs can override animations
  • The animated parts are rendered more efficiently (FastTESR vs TESR)

Most mods (including TC) that animate blocks don't bother and just do it themselves in TESRs in code, but if there are tons of them around the performance improvements could help some people. Supporting resource packs that might change the models is also helpful to have.

commented

The animated parts are rendered more efficiently (FastTESR vs TESR)

Im all for this if its for better performance. Especially when combined with the fact that the impetus system makes the game a bit laggy when bumped into a larger scale.