by 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?