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Animation blending in Darkplaces or other engines
Posted: Mon Mar 07, 2011 9:55 pm
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.
Posted: Mon Mar 07, 2011 10:42 pm
by mankrip
Search for skeletal model formats, they are easier and better to animate and control.
Posted: Mon Mar 07, 2011 10:49 pm
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?
Posted: Tue Mar 08, 2011 12:22 am
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.