• Create Account

Banner advertising on our site currently available from just \$5!

# models animation

Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

4 replies to this topic

### #1nikopol  Members   -  Reputation: 122

Like
Likes
Like

Posted 02 July 2001 - 11:49 PM

Does anybody know the best way to animate a character that I imported in my openGL application ?

### #2Julio  Members   -  Reputation: 116

Like
Likes
Like

Posted 03 July 2001 - 05:32 AM

look on Flipcode.com for a tutorial on skeletal animation.

HHSDrum@yahoo.com

### #3mittens  Moderators   -  Reputation: 1323

Like
Likes
Like

Posted 03 July 2001 - 01:35 PM

Or, you could use models that other games used (Quake 2 and 3 mostly) which have animations ''built'' into them.

------------------------------
Trent (ShiningKnight)
E-mail me
OpenGL Game Programming Tutorials

### #4GalaxyQuest  Members   -  Reputation: 122

Like
Likes
Like

Posted 03 July 2001 - 07:25 PM

Well, im pretty much a ogl newbie but i got a follow-up question. I believe I have read that
skeletal animation is pretty cpu intensive, but i cannot confirm this. Is this true? In other words,
which would be the simpler solution, for someone like a newbie getting into models, to implement?

I have the new gdnet book: opengl game programming and know a md2 loader is included, i just
havnt read the chapter and havnt noticed if it includes info on animating the different frames of
the quake2 model.

Visit my Webpage and Project: LoreQuest

### #5NuFAN  Members   -  Reputation: 122

Like
Likes
Like

Posted 04 July 2001 - 02:24 PM

Animation between the different frames of a .md2 model is quite simple. In this format, every frame is stored with all the vertices, now you can just interpolate between the vertices.

FinalVertex = Frame1.Vertex + Delta * (Frame2.Vertex - Frame1.Vertex)

Where Delta is a value between 0.0 and 1.0 . As to skeletal animation being pretty cpu intensive, yeah, it is, but not too intensive on nowaydays CPU''s. You even have the opportunity to let these run in hardware on next generation graphics accelerators (GeForce3, etc.) using vertex shaders. The simpler solution to implement is definitely the keyframe-solution, you don''t have to worry about all that quaternion stuff, the data organization, etc. so better try this one.

CU

Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

PARTNERS