by Spike » Wed Mar 21, 2012 1:37 am
the only real problem with framegroups is with trying to sync them properly. this generally means that you need to use a format with a proper 'loop' flag so that sudden latency/packetloss doesn't result in the animation resetting when not intended. you generally also need to keep animations somewhat short to avoid sudden jumps when the ent first becomes visible halfway through its animation due to pvs (including teleporters).
with csqc, the gamecode has full control over the exact pose used. framegroups can be quite nice to work with in such a situation.
.