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Quake3 Animations

Sep 06, 1999 7:43am CST tags: John Carmack, Quake 3 Arena, E3
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.

        

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