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.
Bone support or anything to make animation easier?
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.../Btw, the knight has a cool kneel animation! I've never seen this used in a mod.
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.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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