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Keyframe animation

Started by robinei Oct 15, 2004 at 9:14 AM 1 replies 900+ views
Original Post
robinei
robinei
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?
jollyjeffers
jollyjeffers
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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