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3D Model Considerations


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#1 Hoff   Members   -  Reputation: 122

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Posted 07 November 1999 - 07:58 PM

Alright, I'm finally getting tired of rendering stuff like planes, cars and tanks...I'd like to do things that have some animation (like people). Only thing is that I can only think of two different ways to represent the object: One model for each frame of animation (Eerily remniscient of my 2D isometric times), or do some sort of skeltal modeling system. I would rather not use the former method, because it stinks, or the latter, because I don't think I want to spend that much time on this. Anyone have some suggestions for me?

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#2 Kyle Radue   Members   -  Reputation: 122

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Posted 07 November 1999 - 03:29 PM

Key-frame animation systems (the former method) seem to be slowly dying out in games. But if you want something that's quick-and-dirty, I'd suggest implementing that as I was able to incorporate Quake2's .md2 format in my engine in under a day.

I do not have any direct experience with implementing a skeletal animation system so I do not know how difficult it is to implement.

I have a small document which briefly describes the .md2 format. Email me at kradue@yahoo.com if you'd like me to send you a copy.


#3 Shinkage   Members   -  Reputation: 595

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Posted 07 November 1999 - 07:58 PM

Skeletal animation varies in difficulty depending on how you implement it. If you just divide your model up into chunks, each assigned to its own bone, it becomes a very simplistic manner. If you want to do real skeletal deformation, it becomes a bit trickier. Add an inverse kinematics system on top of that and you're talking some real work.




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