speaking of interpolation, there should be interpolation settings for brawlbox, so you can do stuff like this (ignore the text, this image was made by someone on smashboards who was saying that brawlbox's interpolation was off)
I found the function:
public float Interpolate(int offset, bool linear)
{
if (offset == 0)
return _value;
int span = _next._index - _index;
if (offset == span)
return _next._value;
float diff = _next._value - _value;
if (linear)
return _value + (diff / span * offset);
float time = (float)offset / span;
float inv = time - 1.0f;
return (offset * inv * ((inv * _tangent) + (time * _next._tangent)))
+ ((time * time) * (3.0f - 2.0f * time) * diff)
+ _value;
}
There are no older versions of this, I checked brawltools on google code.
Edit: Found some info.
http://stackoverflow.com/questions/1146281/cubic-curve-smooth-interpolation-in-cLet's see if I can fix this up.
Edit 2: HOLY CRAP. I think I fixed the interpolation! Comparing it to 63d's interpolation, this is perfect! The interpolation in 63d is terrible!
You'll probably see that a few of the animations you've created look a little weird though (I've been looking through some animations I've made),
that's most likely because of all the keyframes you created to make it look smooth.Edit 3: So I tried out some animations straight from Bleach vs Crusade on Nel. Her hair doesn't interpolate very well :/ either that, or it interpolated so well that it messed up the animation. So there might be something I'm missing here.