Quote Originally Posted by Hulan View Post
I'm fairly certain this has been mentioned before, but the problem lies in a technique called animation blending. Animation blending gives priority to certain animations on a per joint basis. So if you are doing a weaponskill animation and start running, the pawn's arms and torso will continue the weaponskill animation, while the legs switch to a running animation.

SquareEnix Hates with a capitol H animation blending. I suspect it stems from a desire to have full control of the character's appearance at all times (we see this personality quark come out in the fact that they never use procedural environment mapping either; things like SpeedTree). To their credit, animation blending does have a habit of causing some downright surreal and bizzare combinations. It's particularly bad when poorly implemented.
Then was the fact that animations were split between top and bottom in FFXI just some one time thing that won't work here? (And yes, I'm aware that drain spell and probably some other animations had the sliding trick too...)