I've made a nice animation including camera movement and rotation per frame.
While 'recording' the animation, I've saved the changes in position absolute (divided by time delta). So when I play the animation, I multiply by delta time, so on different hardware it runs as it should/ I want it to.
But when I run my animation on another machine, the result is terrible.
Both the movement looks strange, and the rotations don't seem to be OK.
So I have 2 questions:
- is my approach on recording and playing the animation OK, for movement?
- should I also multiply the rotations by time delta, if so, would I also have to 'save' them absolute, divided by time delta
Any help is appreciated.