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dms

game animation

7 posts in this topic

How does quake animate its models? Simple animation like moving a ship is easy, but if there are lots of movements involved, like a human animation, how do most game handle it?
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for quake they made a different model for each frame of animation, like what you would do for 2d animation. Then the engine just interpolated the models. Some new games like half life use skeletal animation, which simply "re-poses" (in lay-man''s terms) one model into the desired position.

<(o)>
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does anyone know where to get example code or algorhythms for skeletal movement? whats faster, pre-posed frame changes, or skeletal movement?

anyone have any real information on these two technologies?

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interesting, now what would be better? the quake way or the halflife way? Seems like the quake way is the simplier way to go.
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Quake modelling is relatively simple. For examples and info on skeletal animation, check out:

Jeff Lander has some nifty info on Skeletal animation at:

http://www.darwin3d.com

and

Marco Spoerl has written a character anim application at:

http://members.tripod.de/mspoerl/m_index.html

http://www.gamasutra.com is usually a good place to start for articles.

--Andy


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take a look at this link for some info on skeletal animation and IK

http://www.flipcode.com/documents/charfaq.html
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it''s becoming more and more common for the artists to animate their own models.

meaning it''s generally frame based.
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The problem with animating a la quake, is that you cant have models with high poly counts because they use up to much memory at runtime. Ex. imagine having made a model with 700 polys, with skeletal animation you just have to move those polys around. In quake on the other hand they have a model for each frame, so if theres 190 frames, thats 190*700 polys!! which is 133000 polys total!! thats a lot more memory usage than 700 polys.
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