Quote Originally Posted by Gramul View Post
But it's not true. Every character has a hitbox. That's what you control. The hitbox is unseen, but uses character models and animations as visual representation. Generally, the model will play an animation to synch up with the player input. Transition between animations used to mean that there had to be another animation created to shift between them. Those animations where always at a set frame limit, meaning that commands a hitbox would need to be restricted to a degree for as long as the transition plays. That's probably the reason we where stuck when drawing our weapons for a while in 1.0.

However, blending animations means that you're not restricted to making the hitbox match the animation. Animations can immediately blend to match the command of the hitbox when needed, like for movement.

It can work.
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.