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Digging through Oblivion Remastered’s animation archive keeps turning into a dance-video nightmare: imagine stitching two clips together when one was filmed in slow-motion and the other at normal speed. The beat drifts, the timing falls apart, and I’m stuck retiming every move by hand.

Here’s today’s real example:

  • Battle-axe Attack A – authored at 60 fps

  • Battle-axe Attack B – authored at 30 fps

Attack B looks closer to the “right” speed, but the whole game already feels sluggish, so eyeballing it is useless. Instead, I’m:

  • Opening every single motion’s .json file.

  • Checking the animation-sequence length in seconds.

  • Dividing the total frame count by that length to reverse-engineer the original fps.

  • Picking the fps that lands closest to those numbers—and praying it’s correct.

That detective work shouldn’t be necessary. My frustration isn’t aimed at the animators on the ground; it’s at whatever manager let a dozen subcontractors hand in files with zero shared standards. “Do it so it feels nice” might fly in a pitch meeting, but it’s a disaster when you’re shipping source files. Low-quality motion I can fix; sloppy asset management just wastes everyone’s time.

I’ll keep hammering through the archive, normalising everything so your combos feel snappy and consistent. Thanks for sticking with me while I perform this frame-by-frame surgery!

May Kynareth carry these weary frames on a steady wind.

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