Getting rid of the snapping when changing angles too fast
6 replies, posted
[video=youtube;0Yy8wrJJRcA]https://www.youtube.com/watch?v=0Yy8wrJJRcA[/video]
Basically this, please don't tell me to use stuff like SetRenderAngles or anything like that, I want a proper fix for this
Can you give us some code?
[CODE]local a = -180;
hook.Add("Tick", "", function()
a = a + .3 / engine.TickInterval();
a = math.NormalizeAngle(a);
for k,v in next, player.GetBots() do
v:SetEyeAngles(Angle(0, a, 0));
end
end);[/CODE]
I'm just spinning them but that snapping bothers me
It's a feature built into the source engine. I don't think there's a way to fix without making certain parts of animations seem very "raw" (it's lerping your body yaw which is causing this)
[QUOTE=Melted Bu11et;49143365]It's a feature built into the source engine. I don't think there's a way to fix without making certain parts of animations seem very "raw" (it's lerping your body yaw which is causing this)[/QUOTE]
Doesn't do that on CS:S and other source games though
[QUOTE=metro <;49143386]Doesn't do that on CS:S and other source games though[/QUOTE]
It does it in TF2 too.
So anyone figured something out yet?
[editline]20th November 2015[/editline]
ayo, I figured it out
[CODE]function GM:UpdateAnimation(ply, vel, maxspeed)
ply:SetRenderAngles(Angle(0, ply:EyeAngles().y, 0));
end[/CODE]
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