I’ve implemented a fixed timestep loop and am currently interpolating translation/rotation/scale of objects as they transform via user input. However, I’m currently wondering about the best way to go about interpolating skeletal animations?
I require the animation data to be updated at the fixed timestep rate in order to sync hitboxes and do collision response (and have it be consistent across all clients), but simply updating the animations in my fixed logic loop (obviously) results in blurred motion as they are not synced to the render fps.
I know one solution to this would be to save the previous and current transforms for all of the bones in an armature and interpolate them based on an alpha time value the same way I have done for object movement, however…it seems quite inefficient to loop through so many bones twice (once in the fixed timestep and then again to interpolate for render).
Is there a better way to handle this situation that I am not aware of?