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DKR model replacing questions

 
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CrashOveride
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 PostPosted: Thu Mar 15, 2018 5:07 pm    Post subject: DKR model replacing questions Reply with quote Back to top

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.
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SubDrag
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 PostPosted: Fri Mar 16, 2018 1:53 am    Post subject: Reply with quote Back to top

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
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 PostPosted: Sat Mar 17, 2018 2:05 am    Post subject: Reply with quote Back to top

Vertex animation? Hello that's different for rare!
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AL64inthedark
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 PostPosted: Sat Mar 17, 2018 6:34 am    Post subject: Reply with quote Back to top

" a frame of vertice offsets"

Modding on N64 is never boring lol, whatever that means;
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 PostPosted: Sat Mar 17, 2018 6:55 am    Post subject: Reply with quote Back to top

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
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 PostPosted: Fri Mar 23, 2018 3:29 pm    Post subject: Reply with quote Back to top

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).
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Fillerthefreak
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 PostPosted: Fri Mar 23, 2018 5:57 pm    Post subject: Reply with quote Back to top

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.
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