Another
late night
.plan update from John Carmack at fingershack.com. It looks like Quake3 will be going
to a skeletal animation system. (As opposed to vertex based animation, which Q3 does right
now) The benefit of the new system that Carmack didnt mention in this .plan update is
saving extra memory. With vertex based animation the locations of all vertices have to be
stored in memory, with bones it's much simpler as several vertices are tied to single
bones making less coordinates to have to be stored in memory. At least I'm pretty sure. :)
I implemented the loading and rendering support this
weekend and tested it with a couple hand-inserted bones, so now we just need to write the
glue between character studio and the new .md4 format. The new format is bone based,
but it is NOT hierarchial. Each vertex just has an arbitrary weighted list of the bones
that influence it. Bones are just 4x3 matricies of floats.