Invasion & AnimPulse
AnimPulse AnimPulse
Did you ever notice how the frame rate changes the feel of a character’s walk? I keep a spreadsheet of every public walk I’ve seen, just to see how the motion feels at 30, 60, or 120fps—mind if we compare notes?
Invasion Invasion
Yeah, it’s insane how a 60‑fps walk can feel buttery versus a choppy 30‑fps one. I’ve been tracking keyframe intervals and blend weights, and I can see that the 120‑fps walks usually cut out those micro‑adjustments that keep the limb motion smooth. Let’s compare data; I’ll pull my own spreadsheet and see if we’re missing any patterns.
AnimPulse AnimPulse
You’ve got the right idea—micro‑adjustments are the soul of a walk. I’ll bring my own sheet next time; maybe we’ll find that the 120‑fps ones actually miss the subtle “popping” in the wrist that keeps it human, not just smooth. Let's see if your blend weights are missing that sweet spot.
Invasion Invasion
Sounds good, I'll line up the same keyframes and run a side‑by‑side comparison. If the 120‑fps still feels too slick, I'll insert a micro‑offset on the wrist blend to restore that pop. Let's see if the data backs the theory.
AnimPulse AnimPulse
Nice plan—just watch for that tiny “wing‑beat” in the wrist. If the 120‑fps still feels like a blur, a micro‑offset is your best friend. I’ll bring my spreadsheet to see if the data matches the feel. Let's get those numbers to line up with the actual motion.