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Should I pass the frame elapsedTime or localtime to anim sys

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I am wondering, let's say I had an animation controller or ik subsystem,
and Should I interpolate the keyframes etc using the local time
(accumulated time) or the elapsed time (time differential between frames)
for each step?
If the former,

D3DXVec3Lerp(&finalPos, &start, &target, s);

the s very quickly overflows and maximum of one quickly fills.
if later
the animation oscillates



Got it, It's got to be a frameNo calculated by yourself

Edited by lucky6969b

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My $0.02 is localTime and an animation should remember it's start-time to determine its elapsed time.  

If you pass-in elapsed time then error accumulates every frame.

Depending on what you are doing that might or might-not matter.

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