Yes, I am aware of easing and the implementation of a curve. Consider this -
The framegroups file simply specifies groups of animation and the rate of speed for that particular group. The QC is what determines the actual frames to be played. That being said, why couldn't you do this:
1 5 16 0 // die part 1 - begins to fall back
6 8 24 0 // die part 2 - full fall
14 5 16 0 // die part 3 - remaining body parts impact adjustment to completion
Using a more detailed description you could create very "eased" animations. Assuming for whatever reason that the framegroup overrides the QC and the 0 would actually stop all animation, all you would have to do is treat the animation as a multi-part animation in the QC, with one death_part sequence triggering the next upon completion. I don't see this being the case though cause animations frames already nextthink the next frame into existence so, you are essentially already calling animations in parts (a frame at a time). Regardless, one way or the next it would work.
Animation curves
The framegroups file simply specifies groups of animation and the rate of speed for that particular group. The QC is what determines the actual frames to be played. That being said, why couldn't you do this:
1 5 16 0 // die part 1 - begins to fall back
6 8 24 0 // die part 2 - full fall
14 5 16 0 // die part 3 - remaining body parts impact adjustment to completion
Using a more detailed description you could create very "eased" animations. Assuming for whatever reason that the framegroup overrides the QC and the 0 would actually stop all animation, all you would have to do is treat the animation as a multi-part animation in the QC, with one death_part sequence triggering the next upon completion. I don't see this being the case though cause animations frames already nextthink the next frame into existence so, you are essentially already calling animations in parts (a frame at a time). Regardless, one way or the next it would work.
Animation curves


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