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Bone support or anything to make animation easier?

 
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Dec 15, 2008 5:54 am    Post subject: Bone support or anything to make animation easier? Reply with quote

I opened up a couple of monster models like the Knight (knight.mdl in pak0).

To my shock, it has over 100 animation frames (the walk animation has 14 all by itself).

I was expecting less because player.mdl has 143 animations and the knight doesn't do as much.

If there was bone support (or something else) in Quake 1, how much easier would it be to do animations using some other model format?

/Btw, the knight has a cool kneel animation! I've never seen this used in a mod.
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Mon Dec 15, 2008 6:08 am    Post subject: Reply with quote

Darkplaces supports its own skeletal model formation, DPM, which is compiled from half life SDKs.

Bones are usually used in making and animatiing Quake models, though lost when saved as a .mdl file. Even a tool as old as QME supports skeletal animation through its own model format.
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Mon Dec 15, 2008 6:28 am    Post subject: Reply with quote

Quote:
/Btw, the knight has a cool kneel animation! I've never seen this used in a mod.

Its used in plenty of mods, though none are coming to mind at the moment... Also note the overhead smash animation of the Death Knight, the lack of idle frames for the vore, the reloading frames for the grunts (DPmod uses this - as does Quoth for the rocket grunts iirc), and the Ogre chainsaw rev frames. I can't recall if there are any other odd frames like that hidden about...

I would kill, and by kill, I mean use the term in a purely hypothetical scenario which would never be reached, for Quake models with bones intact.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Dec 15, 2008 2:37 pm    Post subject: Reply with quote

/me imagines a world where the rest of Quakes art assets were released under the GPL...

lei: wanna pester Romero some? Smile

scar3: The hellknight sword-point animation isn't used in Quake, but in plenty mods. Often used for a lightning-attack.
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MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Mon Dec 15, 2008 3:05 pm    Post subject: Reply with quote

the kneel and point is used alot on fvf

if there is a possie of knights they do a kneel move and reflect your projectiles back at you, ans they also do it so u cant hit the monsters at all
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