Frank,
I just read your code a little more closely. This line looks suspcicious:
Quote: "loop object 10, f(0,10), f(0,10)"
and
Quote: "
function f(frame,obj)
t_frames = total object frames(obj)
fr = int(frame * (t_frames / 650))
endfunction fr
"
I don't know the DBP internals well enough to know if the object starts playing before both expressions, f(0,10), f(0,10) are evaluated or not. Most compilers will evaluate both before the loop call is actually executed, so:
If it doesn't start looping until all f(0,10) is evaluated twice, you're just looping your model with the same frame # start and end. (0,10) will always return the same value if your object isn't already playing. Actually, with the model not playing, f(0,10) will always return zero.
If for some reason the object did start looping before the second f(0,10) call is evaluated, you're still going to be looping between two frames that are very close together.
So in this twisted imagination of mine, I see a jumpy model or a not-moving-at-all model.
How about something like this instead:
Quote: "
loop object 10, 1, total object frames(obj)
"
Also, with admission I've only been working with animation for about two months now, 6400 seems like an incredibly high speed setting. Perhaps somebody else could comment on that?
Quote: "Well, disabling the sync rate did not make an improvement"
That one was just a shot in the dark, thought I'd mention it. I've got a complicated planet/moon orbiting scene that was a bit choppy until I raised the ceiling on the sync rate.