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Blend and smooth root motion - #1036

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kroplabeskidu wants to merge 3 commits into
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kroplabeskidu:fix-1033-rootmotion
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kroplabeskidu wants to merge 3 commits into
Try:masterfrom
kroplabeskidu:fix-1033-rootmotion

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@kroplabeskidu

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Part of #1033 (point 2), on top of #1034 and #1035

while an ani fades out it still moves the npc, same as zCModel::CalcTransBlending: if one of them has no translation the other one is used fully, otherwise they are mixed. so stopping via blend doesn't cut the speed instantly anymore. also added root translation smoothing like zSmoothModelRootNode (on by default in vanilla), it resets on every ani start so it mostly evens out speed pulses in a long run

T_RUNL_2_RUN only from left foot, from right foot blend into S_RUN using aniBlend time,
player keeps running mid-step. With weapon drawn go to stand without transition
Use aniBlend time if there is no transition (T_JUMP_2_RUNL), strafe interrupts T_JUMP_2_STAND,
jump-back after landing only from stand
Fading animation keeps moving npc while blending, same as vanilla,
plus root translation smoothing (zSmoothModelRootNode)
@Try

Try commented Oct 26, 2026

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closing due to IP pollution: #1038 (comment)

@Try Try closed this Oct 26, 2026
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2 participants