Well, just thinking of the switch from man to werewolf I can see where you might want the change to take place slowly at first and then to accelerate toward the end. So, having a non-linear (exponential?) rate of change would make an interesting effect. Or, having just watched "The Matrix" for the Nth time yesterday I can see that you might want time to slow down more slowly as time goes one. Or, you might want the time rate to follow a saw tooth function so that it just stops every so often, speeds up, goes faster and faster, and then just stops again. That would be a really dramatic effect. Non linear can be most anything. Bob Pendleton P.S. I have to ask, did I even come close to answering the question you thought you asked? On Sat, Nov 20, 2010 at 11:53 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Hey Guys, > > When working with animation in the past, i've seen a lot of places > where models would do a linear crossfade over time from one animation > to another. > > The topic of non linear blends has come up in conversations with > animators and other programmers but I'm not sure what it would be used > for in practice. > > Can anyone shed some light on that? (: > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > -- +----------------------------------------------------------- + Bob Pendleton: writer and programmer + email: Bob@xxxxxxxxxxxxx + web: www.TheGrumpyProgrammer.com --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html