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Jerkiness in smoothing #20
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Yup, could repro it on my system. Looks like the classic problem that physics engines suffer from with varying timesteps. Fixing the them makes it smooth for me:
If you can't / don't want to use fixed timesteps, you could also try filtering the delta times before passing them to dolly (or any other simulation really). |
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I'm noticing that when using smoothing, and when the camera is following an object, there is jerkiness that seems to be coming from the smoothing. And any changes I make to the smoothing parameters don't seem to help.
If the object makes a single jump from point A to point B, or the object stops moving, then the camera moves smoothly to it, but when the object is in constant steady-state motion, the camera has some small jerkiness/oscillation and is not as smooth as I might expect.
Simple test exhibiting this behavior is a small modification to the nested_driver.rs example, just changing the camera rig position to follow the target, and adding a dolly arm (similar to the follow example shown in the README):
Then if you hold down one of the WASD keys, you'll see the jerkiness. Not sure if there's some combination/ordering of smoothing drivers that can help with this, or if it's inherent in the smoother itself. Or any other ideas?
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