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InsideQC Forums • View topic - Skeletal animation stuff (Darkplaces / FTE type specific)

Skeletal animation stuff (Darkplaces / FTE type specific)

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Skeletal animation stuff (Darkplaces / FTE type specific)

Postby Chris » Sun Oct 26, 2008 9:07 am

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Postby jim » Sun Oct 26, 2008 11:00 am

I tried it sevaral months/year ago, but it didn't go anywhere. It either crashed, didn't do anything or was constantly glitching between the two animations it was meant to play on different parts.

Here was the discussion about the dpm models: viewtopic.php?t=764

I tried doing what Preach suggested, but like I said.. I didn't get it work.
zbang!
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Postby Spike » Sun Oct 26, 2008 11:49 am

.
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Postby leileilol » Sun Oct 26, 2008 8:09 pm

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Postby Chris » Mon Oct 27, 2008 11:50 pm

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Postby Spike » Tue Oct 28, 2008 2:09 am

Wish lists includes ragdoll.

A game that does not support variable leg directions or torso twisting will take flak from it. I don't see this as unreasonable, but I don't see a nice clean way to implement it into gamecode. A legs animation could be implemented in DP/FTE with relative ease without changing the zym/dpm formats.
It would of course require engine, gamecode, and model changes, and only a team of people can really see that through, which tbh is the main reason we don't have anything like it yet.

Incidentily I did already plan on implementing baseframe/baseframe2/baselerpfrac/baseframe1time/baseframe2time/basebone into fte and controlable via csqc.
I could add support for baseframe/basebone in server-side qc but I'm not sure if that would be as practical. And networking/interpolation are a pain. And I'm lazy.

I just fear that its not enough as this mechanism alone can't match such 'classic' games as halflife.
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Postby Chris » Tue Oct 28, 2008 10:46 pm

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Postby Spike » Tue Dec 02, 2008 11:28 pm

.
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Postby Electro » Wed Dec 03, 2008 5:00 am

about time the skeletal animation stuff got some love!

Have been needing animation blending, bone control in qc and some other seeming simple things to do nice looking animations. It's not like there isn't already far more complex features in FTE and DP already! I can't wait to do some animations in them if the animation systems are brought up to scratch with something at least of HL1 quality.
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Postby Urre » Wed Dec 03, 2008 10:09 am

:o
I was once a Quake modder
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Postby Chris » Sun Mar 22, 2009 6:02 pm

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