Ross Hopwood · Systems Designer, Foundry 42 UKYeah. So the last ATV we covered, we basically used our current vaulting and mantling system to prototype motion warping. So what that is, is it's extending animations for periods of time so that you can extend whatever animation that it is that you want. This can only work for animation-driven motion, by the way. So it's anything that, once the animation is playing, it's going to move the player somewhere whilst the animation is playing. So what we did was, because all of our animations for vaulting and mantling were kind of specific to specific metrics, to be able to jump over a specific wall, a specific depth, that kind of thing, now what we can do is have one animation that has every part of that. So the part where you climb the wall, going across the top of it and then the exit. And then what we can do is mark this up now to extend it. So we can say this wall is two times the length of what the animation would have been, but that section of the animation where you're climbing over the top can kind of be extended for this new depth. So that's what motion warping is basically, and we use that for vaulting and mantling. It's a lot smoother, because previously the segments of the animation were all separate. So now we're able to stitch them all together and it's a very nice, smooth transition from one to the next.