I'm using it as an example of blending being possible. You can still enact limitations for more subtle movements and considering our jumping is based on a single play through of 1 animation, this won't happen.
Your character is a shell. Your movements, your gear, your race, they're all just visual representations of what you're really controlling, the hitbox. Once you release a key, the walking animation will blend to the stop animation without moving position. If you press another movement key before the stop animation completes, you blend into another walking animation.Well, I can't say that I know how hitboxes work in games as well as you do. However I thought hit boxes were used for Collision detection not animations.
I've heard about blended animations. However I believe they suffer from the same problem the other animations do.
Where when your in a high latency situation (far away from the server) The character just won't react to your button presses until the data leaves your computer and reaches the server and back again! Which is part of the reason why you see a character keep running for a bit after you let go of the keys.
In 1.0 it was because the animation was completing it's sequence when the client detected that you let go of the keys.
With blended animations you just see it abruptly catch up when it gets the information.
Last edited by Gramul; 12-19-2012 at 04:31 AM.
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