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Skeletal Animation System For Q1?

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  • StatiC
    replied
    shit sound intrestin Pa', ima goes and reads my paper books now.


    no seriously tho, i wish i would pursue this area of games already...

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  • Spike
    replied
    With ssqc you only have control over attachments (gluing models to others ala q3 players) and framegroups. with csqc, you can use interpolation and variable frame times/animation rates to attempt to sync feet with the ground. with FTE_SKELETAL_OBJECTS too, you can gain full contol over each individual bone, to twist things at the hip/torso or copy bones from one model to another (read: pure-animation models like md5anim/psa). Full bone overrides are possible which could potentially allow ragdoll, but it would be rather slow.

    Basicaly anything that twists based on directions separately from angles, or animates different areas independantly (without using completely separate models) requires csqc.

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  • Baker
    replied
    I'd poke around the modelling section at Inside3d.com

    DarkPlaces can do skeletal animation using a few different formats. However, you'd also have to delve into CSQC to animate it. I'm not a modeler, so I'd recommend you ask there and get the advice from someone with hands-on experience doing it.

    Xonotic --- the DarkPlaces based total conversion --- as far as I know uses skeletal animation using the IQM model format.

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  • FighterForJustice
    started a topic Skeletal Animation System For Q1?

    Skeletal Animation System For Q1?

    Have modders attempted to use sketal animation system programs for QUAKE 1, or is the system too complicated for the engine to handle (even with its recent graphical improvements, such as Dark Places, Tenebrae, etc.)?
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