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InsideQC Forums • View topic - CSQC skeletal animations played by anim name

CSQC skeletal animations played by anim name

Discuss CSQC related programming.

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Re: CSQC skeletal animations played by anim name

Postby toneddu2000 » Sun May 18, 2014 8:05 pm

- my first commercial game, made with FTEQW game engine
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Re: CSQC skeletal animations played by anim name

Postby toneddu2000 » Fri Aug 08, 2014 9:46 pm

- my first commercial game, made with FTEQW game engine
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Re: CSQC skeletal animations played by anim name

Postby frag.machine » Fri Aug 08, 2014 11:53 pm

I know almost nothing about CSQC, IQM or anything directly related to skeletal animation, so bear with my ignorance please. But why does this matter ? Aren't you referering to the bones names in your code anyway ? Or are you assuming in a non obvious way that pelvis has index 1, torso has index 2 and so on ?

EDIT: speel check :P
EDIT2: GAHHH! again, I'm terrible today :oops:
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: CSQC skeletal animations played by anim name

Postby Spike » Sat Aug 09, 2014 12:33 am

the problem is basically that skel_build takes a bone range. first+stop. if the bones in the lower half of the body are not contiguous, you end up needing to call it multiple times. which is annoying and a bit inefficent.
sadly there's no way to say 'torso and all decendants', nor 'all decendants of root unless its a decendant of torso', which are the two groups that are most desirable. The API is based purely upon bone numbers and has no concept of groups. Which is a problem when your editor/exporter randomly generates bone ordering. :s
It would be good to be able to set up some bone groups feature, but I expect someone would still complain about the design of it anyway (it sucks when they're legitimate complaints). I might do it and roll a few tweaks into some new extension some time, either way I doubt DP would adopt it any time soon anyway, and as you seem to be using that engine, no rush!
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Re: CSQC skeletal animations played by anim name

Postby toneddu2000 » Sat Aug 09, 2014 6:53 am

- my first commercial game, made with FTEQW game engine
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Re: CSQC skeletal animations played by anim name

Postby toneddu2000 » Sat Aug 09, 2014 9:16 pm

- my first commercial game, made with FTEQW game engine
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Re: CSQC skeletal animations played by anim name

Postby toneddu2000 » Wed Dec 03, 2014 11:10 pm

- my first commercial game, made with FTEQW game engine
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