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InsideQC Forums • View topic - Frame/Skin group playback rates

Frame/Skin group playback rates

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

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Frame/Skin group playback rates

Postby Willem » Tue Apr 07, 2009 5:36 pm

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Postby MauveBib » Tue Apr 07, 2009 6:08 pm

Apathy Now!
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Postby Willem » Tue Apr 07, 2009 6:40 pm

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Postby Urre » Tue Apr 07, 2009 7:34 pm

You got it absolutely right mister Willem sir.

Framegroups on models are slightly more useful, such as the torch and flame models in the game, are animated without any qc involved. You could take it a step further like in Nexuiz, and have all the player animations be framegroups, so there's no network traffic for animating players. All the qc does in the case of animating players in Nexuiz is change frame depending on state, and the underlying framegroup is then handled by the client engine for animation.

The timing being hardcoded though, is agreeably a bad thing.
I was once a Quake modder
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Postby Willem » Tue Apr 07, 2009 7:48 pm

Alrighty ... just wanted to make sure I wasn't missing something obvious. I'll be over in the corner grumbling and grousing if anyone needs me.
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Postby Spike » Tue Apr 07, 2009 8:14 pm

Actually, framegroups can animate at whatever speed you want.
Additionally, different frames/skins can have different durations.
However, GLQuake doesn't support different durations and will assume the duration of the first to be the duration of all. Some clients have fixed this, many have not.
They're actually specified as start times.

The down side of using frame groups on player models is that you have no control over when the animation actually starts. They're tied to client time, rather than time since update.
However DarkPlaces starts the animation on update, rather than pure client time.
.
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