Seen it in Noesis, Modview & ingame. It's just the way carcass compresses the animations methinks. What ever Rich did for Noesis produces next-to-no jitter.
I have no doubt, but wouldn't it use too many bones just to do something a shader could do? I haven't a clue if JKA gets bogged down by a lot of bones or not.
Doesn't matter where the animation comes from, it's the fact that jitter isn't noticeable anymore using Noesis. HOWEVER, Noesis isn't what I'd call 'ready' for use with JKA. Still a few bugs, but hopefully they will get sorted by Rich.
But in the "jittery bones" thread you stated the dotXSI files played fine in ModTool... so jog my memory-- is this jitter present in the official, original _humanoid.gla file???
He was unwilling to ask Raven for us, and felt it was rude to keep prodding them about it. He didn't mention he had the code, but he said Noesis does everything carcass can. I then PM'd him back with the issue for his GLM export.
I think it would just be easier to fix the conversion to Ghoul2? We know it's not the Max (and probably not XSI) exporters or the dotXSI format. Doesn't anyone have a contact in Raven they can ask for carcass's source code? I wouldn't mind also getting carcass_prequat.exe.