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InsideQC Forums • View topic - Blending different animations

Blending different animations

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Blending different animations

Postby JasonX » Tue Apr 07, 2015 11:51 pm

Even though the way Q3 handles animation blending is elegant, it requires a much more complex art pipeline, forcing artists to think in separate body parts. I'm thinking about starting a simple test in QuakeSpasm and implement animation blending in multiplayer: running and shooting, for example, without sliding. More complex stuff would follow, but this is a good way to start and learn more about animations. Has anyone tried this before in Quake? Is it possible only with CSQC? Who handles the animations, the engine or QuakeC?
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Re: Blending different animations

Postby Baker » Wed Apr 08, 2015 12:00 am

You know Quakespasm doesn't support MD3 right?

Quakespasm is stock Quake:
1) .mdl, .spr, .bsp
2) standard QuakeC
3) no view weapon support of any kind
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Re: Blending different animations

Postby JasonX » Wed Apr 08, 2015 12:48 am

I'm implementing IQM and skeletal animation support. Somewhat works... but now i want to experiment with blending, otherwise, IQM would be useless.
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Re: Blending different animations

Postby Baker » Wed Apr 08, 2015 1:01 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Blending different animations

Postby Spike » Wed Apr 08, 2015 4:10 am

.
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Re: Blending different animations

Postby JasonX » Wed Apr 08, 2015 10:30 pm

You're a living encyclopaedia, Spike. Thanks!
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Re: Blending different animations

Postby mankrip » Fri Apr 10, 2015 2:46 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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