I get this animation when riding the wyvern.
I taught is bad animation, but if i replaced the wyvern_mfighter animation with strider_fighter animation i get the same. If i remove all animations from pawnanimationdata i still get the trembling in the upper part of the model, just the model is stiff.
Here are some small movies.
https://gyazo.com/b03f2683bf242b257ebede96214dee20
Fun fact
If i use alt+p during gameplay it fixes it, but if i change options to low myself it does not change anything.
https://gyazo.com/db030a4bef55e1d9f2918692c89ed0c6
Tried to find to culprit in options, but the low details has a simple iskeepminframerate true or false, so maybe it s a client issue
In my engine classes i found this
Also, if i close the game while the options are set to low detail, and start again, the animation is ok, so it must be a setting that involves low details, but i cannot find it in theoptions.ini i tried to turn off each 1 by 1 and had no result.
m_bDOF = GetOptionBool("Video",funcName);
break;
Maybe this? https://senior.ceng.metu.edu.tr/2013/umasoft/classvt_flyer.html
Fun fact: if i turn off 1 by 1 or put to low every detail, restart client, animation is still not good, only if i use alt+p to activate low details is everything fine. So maybe a missing option in options ini?
Sadly i am not a programmer, any help would be greatly appreciated. ty
local bool bKeepMinFrameRate;
m_AntiAliasing = GetOptionInt("Video","AntiAliasing");
m_PostProc = GetOptionInt("Video","PostProc");
m_bL2Shader = GetOptionBool("Video","L2Shader");
m_bDOF = GetOptionBool("Video","S30DOFBOX");
m_bShaderWater = GetOptionBool("Video","S30WaterEffectBox");
m_bDepthBufferShadow = GetOptionBool("Video","S30ShadowBox");
bKeepMinFrameRate = GetOptionBool("Video","IsKeepMinFrameRate");
if ( UnknownFunction129(bKeepMinFrameRate) )
{
if ( UnknownFunction130(UnknownFunction153(nPixelShaderVersion,30),UnknownFunction153(nVertexShaderVersion,30)) )
{
SetL2Shader(m_bL2Shader);
if ( m_bL2Shader )
{
SetDOF(m_bDOF);
SetShaderWaterEffect(m_bShaderWater);
SetDepthBufferShadow(m_bDepthBufferShadow);
}
}
}
}