Hello, information on why this is happening:

Roblox’s animation editor relies on a `EasingStyles`

module, whose source is:

```
local module = {}
--Ignore semicolons. Converted from C++
module.GetEasing = function(style, direction, percent)
if style == "Bounce" then
if direction == "Out" then
return 1 - easeOut(percent, bounce)
elseif direction == "In" then
return 1 - bounce(percent)
else
return 1 - easeInOut(percent, bounce)
end
elseif style == "Elastic" then
if direction == "Out" then
local totalTime = 1
local p = totalTime * 0.3;
local t = 1 - percent;
local s = p / 4;
return (1 + 2 ^ (-10 * t) * math.sin((t * totalTime - s) * (math.pi * 2)/ p));
elseif direction == "In" then
local totalTime = 1
local p = totalTime * 0.3;
local t = percent;
local s = p / 4;
return 1 - (1 + 2 ^ (-10 * t) * math.sin((t * totalTime - s) * (math.pi * 2) / p));
elseif direction == "InOut" then
local t = percent *2;
local p = (.3*1.5);
local s = p/4;
if t < 1 then
t = t - 1;
return 1 - (-0.5 * 2 ^ (10 * t) * math.sin((t - s) * (math.pi * 2) / p));
else
t = t - 1;
return 1 - (1 + 0.5 * 2 ^ (-10 * t) * math.sin((t - s) * (math.pi * 2) / p));
end
end
elseif style == "Cubic" then
if direction == "Out" then
return 1 - easeOut(percent, cubic)
elseif direction == "In" then
return 1 - cubic(percent)
elseif direction == "InOut" then
return 1 - easeInOut(percent, cubic)
end
elseif style == "Linear" then
return 1 - percent
elseif style == "Constant" then
if style == "Out" then
return 1
elseif style == "In" then
return 0
elseif style == "InOut" then
return 0.5
end
end
end
function easeIn(t,func)
return func(t)
end
function easeOut(t,func)
return 1 - func(1 - t)
end
function easeInOut(t,func)
t = t * 2
if t < 1 then
return easeIn(t, func) * 0.5
else
return 0.5 + easeOut(t - 1, func) * 0.5
end
end
function bounce(t)
if t < 0.36363636 then
return 7.5625 * t * t
elseif t < 0.72727272 then
t = t - 0.54545454
return 7.5625 * t * t + 0.75
elseif t < 0.90909090 then
t = t - 0.81818181
return 7.5625 * t * t + 0.9375
else
t = t - 0.95454545
return 7.5625 * t * t + 0.984375
end
end
function cubic(t)
return t ^ 3
end
return module
```

If you use this module and run

```
local A1 = EasingStyles.GetEasing('Cubic', 'In', 0.5)
local A2 = TweenService:GetValue(0.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out)
print(A1 == A2)
```

the result will print true.

This means that the problem here is the EasingStyles module they use has problems. I’ve also noticed how in general, the module is inconsistent with Roblox’s `TweenService:GetValue`

almost always.

For example,

```
local A1 = EasingStyles.GetEasing('Elastic', 'In', 0.5)
local A2 = TweenService:GetValue(0.5, Enum.EasingStyle.Elastic, Enum.EasingDirection.In)
print(A1, A2)
```

the `EasingStyles`

module will print `-0.015625`

, whilst `:GetValue`

will print `-0.022097086533904`

. This in itself shows that there’s an issue in one of the modules, and I assume it’s `EasingStyles`

.

An easy solution would be to just switch to `TweenService:GetValue`

, which would not only fix these issues, but make the results consistent with TweenService and also give support for more tween styles.

The reason I even know about this is because I spent weeks ripping my hair out, figuring out why my module, which calculated the CFrames a limb would be in during a specific time, was inconsistent with the actual animation.

@Hippie_ofDoom please look into this!