ModelInstance::step ramps the weights of animations fading in and out in tenths over 10 ticks; between ticks, the posing hook sets them partway to the next tick's weight, and puts them back with the times. Only if ModelInstance::step counts the fades where expected (checked when installing); otherwise crossfades stay at the client's rate. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -8,7 +8,8 @@
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// calls stepFrame, which steps each scene viewer). Recorded, for the frame pacer and for drawing between ticks.
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// - ModelInstance::render's call to updateCalSkeleton, which poses the model before it's drawn: between ticks, the
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// model is posed at the time between them (its animations' times moved on by the fraction of a frame since the
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// tick; Cal3D poses between keyframes), then its animations are put back as they were.
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// tick; Cal3D poses between keyframes) and crossfading animations' weights partway to the next tick's, then its
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// animations are put back as they were.
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// - ModelInstance::render's call to ParticleSystem::render: between ticks, particles drawn moved on by their velocity
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// times the time since the tick (as the particle library moves them at each tick), then put back.
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// - CameraController::getCameraTransform (its exported vtable): between ticks, the camera where its easing toward its
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