IQM and animating on the QC side
Or store them in the model and just send a frame number same as before. AlienArena's IQM does this and it seems to work quite well. Of course you don't have complete freedom to manipulate bones in gamecode this way (and therefore lose the whole "animating on the QC side" thing), but it seems an acceptable halfway point.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
A middle ground would be to not define values for all joints on each frame, but only the values for the specific joints that needs to be changed, with the others being set according to a kind of "priority list" defined into the model.
Example:
self.frame = $rockrun1; // always sets the animation for the legs, but only sets the animation for the rest of the body if the previous self.frame is either $stand* or $axstnd*
However, it would probably be a pain to code support for this into the engine.
Example:
self.frame = $rockrun1; // always sets the animation for the legs, but only sets the animation for the rest of the body if the previous self.frame is either $stand* or $axstnd*
However, it would probably be a pain to code support for this into the engine.