IQM and animating on the QC side

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Post by mh »

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.
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mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Post by mankrip »

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.
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