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A lightweight skeletal + model system?

 
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Thu Aug 28, 2008 5:56 pm    Post subject: A lightweight skeletal + model system? Reply with quote

I'm looking for something I can use for my engine that has a model and skeletal format similar to Half-Life's in terms of functionalty and features. Is there a Quake engine that has something like this already? And is there anyway I can plug in the code in your average glquake engine?

Being able to attach other models to bones, and sprite mussle flashes will really be a plus. Heck, even Half-Life's 'chrome' texture effect for models too.

Is there any documentation on Half-Life's model format so I can try and implement it blindly anyway? I'm willing to make a tutorial on how to do this once it's done.

Is this a bad idea? Will I have to live with wobbly vertices for overley-detailed-for-quake models and animations? Razz
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Thu Aug 28, 2008 7:37 pm    Post subject: Reply with quote

DPM isn't bad and is skeletal.
DP also has an attach extension that works on ALL formats even MDL.
(If it doesn't have a bone it uses a specific vertex)
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Fri Aug 29, 2008 7:06 am    Post subject: Reply with quote

Say what? MDL vertexes don't have names, so if you attach something to an MDL model, it will attach at origin. Very useful in its own manner, ofcourse, but doesn't match what you just said. You can attach to MD3 tags though, just like bones in the skeletal model formats supported by DarkPlaces (PSK, DPM, ZYM).

MDave: The question is, are you looking for animation blending as well? That's the cool part of skeletal animation, but also the hard part (to implement). If you're only looking to attach models to other models, I'd suggest MD3 instead, a simple and useful vertex-animated model format.
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Fri Aug 29, 2008 3:46 pm    Post subject: Reply with quote

I shall look into this DPM model format. Smile

Animation blending would be nice, but isn't a priority. As far as I know, Half-Life dosn't do animation blending, so for something like Quake it's not really neccassary too.

If I have trouble integrating DPM, then I'll have a go at MD3 too.

I'm interested in how you would manage model attachments to tags and bones in QC code though with the 2 above formats.

How would you attach a muzzle flash model to the view weapon model for example? Smile
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Fri Aug 29, 2008 6:27 pm    Post subject: Reply with quote

Urre wrote:
Say what? MDL vertexes don't have names, so if you attach something to an MDL model, it will attach at origin. Very useful in its own manner, ofcourse, but doesn't match what you just said. You can attach to MD3 tags though, just like bones in the skeletal model formats supported by DarkPlaces (PSK, DPM, ZYM).

(I should have stated that you have to supply the vertex rather than tag)
Thats what i meant by:
Quote:
(If it doesn't have a bone it uses a specific vertex)

Poor choice of words on my part. Wink

I'm not sure if the tags work for the built in viewmodel but if u spawn a model and use viewmodelforclient (i think thats what its called) you can use the attach function on it.
Its probably not best to physically attach the muzzleflash but rather spawn it at the location of the tag.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sat Aug 30, 2008 3:40 pm    Post subject: Reply with quote

But you can't supply vertexes! They don't have names!

And yes, Half-Life did do animation blending.
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jal



Joined: 22 Jul 2008
Posts: 2

PostPosted: Thu Sep 18, 2008 5:21 am    Post subject: Re: A lightweight skeletal + model system? Reply with quote

Warsow has skeletal models with animation blending support, you can check there. You can also check here http://jal.quakedev.com/ in the skelmod project, but the version in Warsow is more advanced.
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