Idk. I prefer the unreal dummy to the paragon characters. Especially considering how many shaders they compute when you shove them in a level
Out of curiosity and for edification purposes…
Is the distance matching also active during acceleration?
Would determining when the stop occurs not just be a matter of material friction, gravity, and current speed/inertia?
I don’t particularly care about what stop anim plays when, I’m just curious on whether or not those systems already account for different gravity and terrain materials or not…
it’s overall a really cool idea since the math behind it isn’t super sophisticated and it can shift your results greatly depending on gameplay conditions.
Try stopping on ice, right?