Implementing stop-motion style animation for DOGWALK was fascinating.
We animated the characters on 2s (meaning 12 fps).
To make the movement sync up I made sure the animation blending & character rotation is matching that, instead of just using linear interpolation!

#b3d #godotengine #gamedev

Here's some original tests. I had to do multiple things:
- Limit and step the possible rotations & animation blending factors
- Update only when in sync with the frame-time of the current animation

There's way more going on but I'll save that for a full dev log article.

This kind of approach to 3D animation in games is very inspired by how 2D animated sprites in games move at a low fps, while still feeling responsive and smooth.
@julienkaspart That looks lovely!