by goldenboy » Tue Oct 26, 2010 5:50 pm
So
A) it's a superior format - what Irritant (and others) said (vertex drift, loss of precision) seems to point in this direction? Requires IQM support in engines, though.
B) several parts of the skeleton can be animated by different parts of the gamecode at the same time, using different animations - strafing and looking and shooting for example, and this is done in CSQC?
Without needing to actually animate all these possible combinations in Max/Blender, just the basic movements (strafing, looking, shooting)?
This might be nice for player models (multiplayer) or things like strafing grunts, or certain monsters walking and attacking at the same time. It requires CSQC support first, though :-/
Even if this stuff isn't done *now*, someone may want to add it at a later point so having the support might be a good thing.
C) direct control over the bones allows ragdoll physics using TWIG or maybe ODE?
The net gain from this seems to be a more modern model format with the potential for more complex animations and physics.
In Quake, works like .mdl, but CSQC required for the anim tricks, some sort of physics (twig, ODE?) required for ragdoll, and IQM support required in engines.
So it has a lot of potential, but also some steep requirements, which atm only Darkplaces provides. The steepest one is CSQC.
That about right?