Animation blending in Darkplaces or other engines

Discuss the creation of various model formats for Quake engines, and related matters to modeling.
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JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Animation blending in Darkplaces or other engines

Post by JasonX »

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

Post by mankrip »

Search for skeletal model formats, they are easier and better to animate and control.
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JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Post by JasonX »

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?
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

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.
i should not be here
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