So that file was done in max, which makes it problematic. Not impossible, but adds a few steps of pain in the butt to the process. So not a slam dunk yet.
You just became my fave Dark Paw employee, thanks for taking the time out to look at this stuff for us. It is much appreciated.
For real though...I think it's the fourth time I've seen them seemingly read a post or comment and they are like..."hey, I think I can solve that" and it just happens.
what about the flying sokokar mounts such as: https://everquest.allakhazam.com/db/item.html?item=132511 and https://everquest.allakhazam.com/db/item.html?item=81599 When in flying mode and standing still (3rd person camera), the model bobs up and down and the camera follows the bobbing model. It would be great if the camera was stationary while the model moved up and down on the screen (compared to what actually happens where the model stays in the center of the screen and the entire game scene moves up and down). Or nix the bobbing altogether.
Wow, like others - I had assumed the bobbing is a "realistic" feature of the mounts, for the past couple of decades! I never got to later stage mounts, but only used the Store/LoN ones. I play in first person for immersion and the Lev/Dmf bobbing used to make me nauseous (fixed long ago), and gotten used to my donkey's bobbing (will switch to 3rd person and run into every obstacle!). Thank you very much ttobey!
Thank you. It's always refreshing to see members of the team go the extra mile by combing through the catacombs/archives of files long abandoned and trying to decipher and improve upon things that players have long since accepted as not going to be fixed.
No the bobbing is coming from the up and down movement of the mount running. Actually it's also in all the other animations too, it just depends how much the mount is moving on the idle animation for it to be noticeable.
The Roboboar / Argent Clockwork Boar Saddle is very bouncy when riding. Especially bad on a Gnome. The screen shakes up and down a lot. Not sure if that one will be fixed by what you've mentioned in this thread, but thought I'd bring it up.