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Keyframe animation

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The way I understand keyframe animation is that you have a static geometry for each frame of animation and just interpolate between these as animation proceeds. How then do older games utilizing this make the characters bend as they aim up and down for example? Do they have each possible animation stored for each aiming angle? Or do they have some sort of rudimentary bone system?

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I don't know for sure - but I would imagine it is just a clever use of lerping between key frames. I don't see any reason why you couldn't have a mesh with a character aiming down and aiming up - and then interpolate a certain percentage along depending on what they're aiming at.

I did used to have an old HL-1 mdl viewer that allowed you to switch between key-frames stored in the file, and i _think_ (not 100% sure) but one of the tracks was what i described above.

hth
Jack

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Guest Anonymous Poster
In Quake III Arena, characters are in fact divided in 3 models. One for the legs, one for the chest and one for the head. Each of them have keyframe animated.
If you want your character to bend, you just have to rotate chest and head models.

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