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Animation Coding


sparhawk

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Don't forget to make the animation in such chunks that we can code appropriately. No use to make a turning head animation when the code doesn't change the FOV accordingly because the turning is part of one big animation.

 

MD5 format should probably take care of this, but it has to be taken into consideration.

Gerhard

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  • 1 month later...

You should try to make them match up as much as possible for obvious repeated actions like walks, runs, attacks etc

One thing about doom animations is that they aren't basic 'run on the spot' cycle loops like most games. A walk cycle can be several strides and actually moves forward along the ground.

YOu can get a plugin from the doomworld forums to import the original doom charcater animations into max to study them.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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