Digging through Oblivion Remastered’s animation archive keeps turning into a dance-video nightmare: imagine stitching two clips together when one was filmed in slow-motion and the other at normal speed. The beat drifts, the timing falls apart, and I’m stuck retiming every move by hand.
Here’s today’s real example:
Battle-axe Attack A – authored at 60 fps
Battle-axe Attack B – authored at 30 fps
Attack B looks closer to the “right” speed, but the whole game already feels sluggish, so eyeballing it is useless. Instead, I’m:
Opening every single motion’s .json file.
Checking the animation-sequence length in seconds.
Dividing the total frame count by that length to reverse-engineer the original fps.
Picking the fps that lands closest to those numbers—and praying it’s correct.
That detective work shouldn’t be necessary. My frustration isn’t aimed at the animators on the ground; it’s at whatever manager let a dozen subcontractors hand in files with zero shared standards. “Do it so it feels nice” might fly in a pitch meeting, but it’s a disaster when you’re shipping source files. Low-quality motion I can fix; sloppy asset management just wastes everyone’s time.
I’ll keep hammering through the archive, normalising everything so your combos feel snappy and consistent. Thanks for sticking with me while I perform this frame-by-frame surgery!
May Kynareth carry these weary frames on a steady wind.