I am attempting to resolve a problem with linearity of my animation. Let say we’ve a Tug of battle mechanic. One workforce is far stronger and it strikes line from level A(0) to level B(10) with a velocity of 1 unit per second. It is easy to calculate it takes 10 second to maneuver the road from 0 to 10.
Now the issue is that I wish to simulate that each groups are preventing with one another, attempting to win so worth is fluctuating, being very chaotic, however ultimate result’s that after 10 seconds it is in level B(10).
The preliminary concept was to make use of random easing features with intervals <0,1> so with out outBack, OutElastic, and many others., as a result of I do not wish to go together with worth underneath 0 and past 10. The problem is that easing features are good for easy animations, however to not simulate preventing.
My second concept was to make use of a number of random easing features. For instance between <0,1> I exploit InQuad, <1,2> Out Expo … <9,10> InOutCirc. I anticipate it to look way more random than simply utilizing 1 easing perform for entire animation.
I wish to ask if of any algorithm or different resolution to my drawback that’s higher match than combining easing features?