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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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CrashOveride Secret Agent


Joined: 24 Oct 2016 Posts: 339
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Posted: Thu Mar 15, 2018 5:07 pm Post subject: DKR model replacing questions |
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Is DKR model replacing currently feasable? If so, is rigging needed or is that automatic? I ask because it's not really documented if it is. _________________ Playing old, low poly games since 2003 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Mar 16, 2018 1:53 am Post subject: |
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I can't remember if it's actually feasible. It's weird, the game uses just frames of vertice positions. So you like make a model, and it just has frames of vertice offsets. Try exporting some stuff to see what it looks like though. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sat Mar 17, 2018 2:05 am Post subject: |
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Vertex animation? Hello that's different for rare! _________________ No Mr. Bond, I expect you to be re-coded! |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sat Mar 17, 2018 6:34 am Post subject: |
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" a frame of vertice offsets"
Modding on N64 is never boring lol, whatever that means; _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sat Mar 17, 2018 6:55 am Post subject: |
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They literally store animations as a series of frames composed of the offset of each vertex from original position. I was pretty surprised when I figured it out, how simple but in reality it saves the huge amount of complications from skeletons and hierarchies, etc. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Fri Mar 23, 2018 3:29 pm Post subject: |
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So essentially it's the same way that the original Quake, and Quake II did animations. The spanner in the works here would be picking a format that handles this as such, although I think that FBX can do shape keys (or "morph targets") which is essentially the same thing.
It's a pretty common animation technique now days for handling things like facial animation or canned fabric animations (like flags). _________________ No Mr. Bond, I expect you to be re-coded! |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Fri Mar 23, 2018 5:57 pm Post subject: |
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The term is simply vertex animation. They're controlled by shape keys than just bone influences.
As an example for more modern use, the Source engine uses a .vta file for facial expressions. As for Quake, I wouldn't have much of an understanding.
If I remember right, the original PSX Crash trilogy used vertex animation. I think in general, the PSX didn't have much games with bone influenced animation. _________________ This is a signature, why did you read this? |
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