Skeletal Animation?
- Red Inquisition
- Posts: 168
- Joined: Sat Apr 28, 2001 10:00 pm
- Location: The shadows behind you
- Contact:
Skeletal Animation?
Does anybody know if they will be using it. I would love to see my arm get cut off but still be able to fight.
Member of the Shadow Guild- Slayers of good, masters of the night.
"All things blessed and holy shall perish, for I am Black Death wearing Red".
"All things blessed and holy shall perish, for I am Black Death wearing Red".
- weezer YenSid
- Posts: 4
- Joined: Fri May 04, 2001 10:00 pm
- Location: The planet with the green pig that flies at midnig
- Contact:
Skeletal animation isn't really as amazing as people seem to think it is. Well, actually, it is pretty amazing, but it just got overhyped for Half-Life. (Other games had it before HL.)
If you notice, there aren't any detachable limbs in HL either. Doing so with the way skeletal animation basically works would simply warp the mesh so that it would look like your arms suddenly stretches all the way to the ground like it was made of silly putty.
That said, yes, I'm pretty sure Ahnteis is right about skeletal animation being included. Otherwise it'd be fairly hard to use the same set of animations for various swords, and another set for bows, etc.
I'm not sure exactly how DS stores the animations though. Either it can take the bones and movement data seperately from the model out of Character Studio, or... something else.... I guess it's possible that the bones/movement data has to be included from a Character Studio file for every model as it's being made, but I doubt that's the case.
If any of this sounds like BS, that's because I would only rely on it being 50% accurate myself, since I'm not incredibly knowledgable in CS and skeletal animation systems.
If you notice, there aren't any detachable limbs in HL either. Doing so with the way skeletal animation basically works would simply warp the mesh so that it would look like your arms suddenly stretches all the way to the ground like it was made of silly putty.
That said, yes, I'm pretty sure Ahnteis is right about skeletal animation being included. Otherwise it'd be fairly hard to use the same set of animations for various swords, and another set for bows, etc.
I'm not sure exactly how DS stores the animations though. Either it can take the bones and movement data seperately from the model out of Character Studio, or... something else.... I guess it's possible that the bones/movement data has to be included from a Character Studio file for every model as it's being made, but I doubt that's the case.
If any of this sounds like BS, that's because I would only rely on it being 50% accurate myself, since I'm not incredibly knowledgable in CS and skeletal animation systems.
Jeff C. aka weezer YenSid aka I'm Cuckoo Crazy Insane And I'm Weirdo Wakko Maniacal, Demented, Deranged, Mad, Zany, Lunaca (or just Lunaca for short)