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Animation blending in Darkplaces or other engines

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Animation blending in Darkplaces or other engines

Postby JasonX » Mon Mar 07, 2011 9:55 pm

In order to avoid the "run/shoot" sliding effect that is common with Quake 1 animations, is there any animation blending code in Darkplaces or something similar?

Techniques exist for that and, well, they much more elegant than the way Quake 3 does it, for example.
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Postby mankrip » Mon Mar 07, 2011 10:42 pm

Search for skeletal model formats, they are easier and better to animate and control.
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Postby JasonX » Mon Mar 07, 2011 10:49 pm

I understand the support for IQM and DPM, and how those formats work, but that's not my question. Does Darkplaces support animation blending, so i can have two distinct animations:

1) Running
2) Shooting

And the engine will blend both, so i don't have to create a running AND shooting animation? If it supports, how can i define that in QuakeC?
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Postby leileilol » Tue Mar 08, 2011 12:22 am

It unfortunately, requires CSQC and I don't think anyone has ever attempted to get such thing to work yet.

When I tried to make CSQC torso bending all those fancy skeletal builtins didn't seem to function at all.
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