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InsideQC Forums • View topic - Bone support or anything to make animation easier?

Bone support or anything to make animation easier?

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

Moderator: InsideQC Admins

Bone support or anything to make animation easier?

Postby Baker » Mon Dec 15, 2008 5:54 am

I opened up a couple of monster models like the Knight (knight.mdl in pak0).

To my shock, it has over 100 animation frames (the walk animation has 14 all by itself).

I was expecting less because player.mdl has 143 animations and the knight doesn't do as much.

If there was bone support (or something else) in Quake 1, how much easier would it be to do animations using some other model format?

/Btw, the knight has a cool kneel animation! I've never seen this used in a mod.
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Postby MauveBib » Mon Dec 15, 2008 6:08 am

Darkplaces supports its own skeletal model formation, DPM, which is compiled from half life SDKs.

Bones are usually used in making and animatiing Quake models, though lost when saved as a .mdl file. Even a tool as old as QME supports skeletal animation through its own model format.
Apathy Now!
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Postby scar3crow » Mon Dec 15, 2008 6:28 am

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby Urre » Mon Dec 15, 2008 2:37 pm

I was once a Quake modder
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Postby MeTcHsteekle » Mon Dec 15, 2008 3:05 pm

bah
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