Another idea is pulse and idle stop ✋🏿!
➖Another idea!
➖Background: in my game, when switching from running to sprinting or from a resting position, there are jerky frames - the character twitches. Perhaps this is due to the animations that I use from other authors, or maybe not. But in any case, the resting animation should not start with a flat stop. I thought that I could add a tilt from the momentum of the previous movement and only after that the frame goes to a flat motionless stop. This makes sense, since I think that at the moment of landing after a jump, part of the landing animation is played (this is a fact - I found out empirically), then there is a transition to the running animation.
➖And at this moment of transition, the resting animation is probably launched. I'll figure this out and maybe solve the issue with the "skates". And accordingly, in parallel, I will implement a couple more dynamic movements.
➖This is, perhaps, the mental beginning of my other big mod on movements, which I will make, and implement animations that are not in the game.
➖Background: in my game, when switching from running to sprinting or from a resting position, there are jerky frames - the character twitches. Perhaps this is due to the animations that I use from other authors, or maybe not. But in any case, the resting animation should not start with a flat stop. I thought that I could add a tilt from the momentum of the previous movement and only after that the frame goes to a flat motionless stop. This makes sense, since I think that at the moment of landing after a jump, part of the landing animation is played (this is a fact - I found out empirically), then there is a transition to the running animation.
➖And at this moment of transition, the resting animation is probably launched. I'll figure this out and maybe solve the issue with the "skates". And accordingly, in parallel, I will implement a couple more dynamic movements.
➖This is, perhaps, the mental beginning of my other big mod on movements, which I will make, and implement animations that are not in the game.