minetest_game
minetest_game copied to clipboard
Lower frequency standing/sitting animations
I find the player standing animation too fast, it looks a little demented :) Even though the 'humping' comments are amusing. Just wanted to gauge core dev support for reducing it.
player_api/api.lua L135 in master:
player_set_animation(player, "stand", animation_speed_mod)
Seems odd that sneaking would slow down the standing animation, also odd that in-game it doesn't do this for some reason.
Instead:
player_set_animation(player, "stand", model.animation_speed / 2)
Looks good to me, half speed.
Half the speed would look better than how it currently is. You got my support for this one.
:-1: Imo this should be done in model, not in lua code. Halving the animation speed there↓ only for standing would be inconsistent. https://github.com/minetest/minetest_game/blob/e10e0f94d6339cef1f38e27acd98cf85d8e5fef5/mods/player_api/api.lua#L135
Also I find it not too fast. Plants wave slowly, animals move fast. And who says Sam is a human? He can jump more than half of his height at 1g.
By the way, why are there so many frames for the stand and sit animation in the model (80 compared to 20 for walking and 10 for mining)? Edit: Of course it's to make it slower.
Also of course, this change would half the standing animation speed for any model using the API, so does need to be stored in the model stats somehow.
Why can't you set the animation speed for each animation separately in model def?
Does this mean any mod which sets the player animation would also have to set the speed? That seems somewhat confusing to me.
I think i prefer a dedicated condition that sets the standing animation speed to half only for the "character.b3d" animation.
random-geek, no.
The reason i might prefer a hack for our player model is because most models will get animation speeds right, i'm not sure it's worth adding speeds for each animation. Also the sitting animation will need half speed. But then i don't much like a hack either, hmmm.
I prefer doing this right as part of a reworking of the player animations (which might happen for other reasons), instead of per-animation speeds or a hack.
#2376 is merged and possibly implements this, although i cannot remember if the standing animation frequency was reduced, or only the amplitude was reduced. The PR thread does not make that clear, i need to check. EDIT:
The frequency is still the same; only the amplitude is decreased for both the standing and sitting animation.
The now reduced amplitude makes the frequency less of a problem for me. But there is a PR #2567 if this is wanted and considered essential maintenance.