Note - Dependent on #8
Creating support for custom tweening functions to allow for unlimited tween capabilities.
For context, the basic tween curve for a linear interpolation looks like this:
function lerp(a, b, delta)
return a * (1-delta) + b * t
end
Where the delta variable is how far along the tween the tween object (#8) is. By allowing custom tween curve functions, there are unlimited possibilities for tweening, including using outside variables inside a tween curve.
For example, one could change the easing style dynamically within the tween curve depending on a BoolValue.Value property to make motion more expressive if an NPC was spotted. All custom tween curve functions would need 3 inputs and 1 output, and must correspond to the type of the inputs.
Note - Dependent on #8
Creating support for custom tweening functions to allow for unlimited tween capabilities.
For context, the basic tween curve for a linear interpolation looks like this:
Where the
deltavariable is how far along the tween the tween object (#8) is. By allowing custom tween curve functions, there are unlimited possibilities for tweening, including using outside variables inside a tween curve.For example, one could change the easing style dynamically within the tween curve depending on a
BoolValue.Valueproperty to make motion more expressive if an NPC was spotted. All custom tween curve functions would need 3 inputs and 1 output, and must correspond to the type of the inputs.