ID:2640579
 
I have a few questions concerning the animate proc.
I'm currently using it for some recoil, animating client.pixel_x and pixel_y.
I want to know how much of the proc is client side and what's the best way to reduce lag from skipping over the animation.


First question:
From DM reference:
"The actual interpolation between frames is all done on the client."

Does "frames" in that context mean a step in the sequence of animation or does it have something to do with server ticks?


Second question:
From DM reference:
`This proc creates an animation sequence that will be displayed to players... This change will take place immediately, but will be displayed to users as a gradual change over a period of time.`

Would that also mean that creating a series of animation (Example A) would be better than creating multiple animation (Example B), as it would all be processed at once and reduce the chance of our players losing animation frames due to them skipping ticks from lag?

Example A
animate(Client, offset = 1, time = 1)
animate(offset = 2, time = 1)
animate(offset = 3, time = 1)


would this^ (Example A) be better than below (Example B)

Example B
animate(Client, offset = 1, time = 1)
sleep(1)
animate(Client,offset = 2, time = 1)
sleep(1)
animate(Client,offset = 3, time = 1)