by ai » Fri Nov 28, 2008 1:28 pm
Bones have nothing to do with this.
Currently, the flags are .md3 models. I have animated my model without joints/bones and whatnot as apparently either md3 or dpmodel wasn't so happy about that.
What should be done in order for the legs to be animated is this:
1. Either have a .zym with different frames. Meaning on frame 0 there would be the base model, on frame 1 would be the model when it's picked up (i.e. without lasers). This is how player models work if I have understood it correctly. But zym cannot handle animation blending, that is, a player can't look up and down while running, or even standing still for that matter as the standing still pose is also animated.
Now I'm not really sure how this would affect the flags, but I would think it's this term: The cog wheels and the emblem are animated, and repeated. This is on frame 0, now when you switch over to frame 1 then you'd have to add the 'leg-animation' as well, so currently, either the leg animation will have to be played or the cogwheel thing.
There is the option, I think, to have a duplicate of the flag model, only without the lasers. So the lasers would just disappear when flag is picked up and the emblem still animated (not sure this is possible but I see why not).
Now we come to the punchline: I don't know how to create these with .zym. This is what I have been trying to do for weeks, all by myself, tried to get some peeps to help me out but they didn't get back to me. I did not succeed in creating my zyms, with and without joints. Now I on the other hand have found a way to animate them using md3's. That alone took forever. Even if I find a way to create it with zym I don't know how to do that 'frame 0' and 'frame 1' thing. Don't know if it's some code along with the zym's or if it's just the ctf.qc code. So with this I really would need help but either people themselves don't know how to do that or they don't have time/want to.
So it's easy to want things. But lot harder to make it happen, especially if you don't even know how to do it.
2. Keep the md3 models, create another model, animate the lasers to go away and export that. Now re-design the code to use this: On the pickup event, switch to use flagCarried.md3.
But when as soon as the flag is dropped or stationary at base, the code should tell it to use flagBase.md3.
This required multiple versions of the flag (minimum 4 different models, possible 6 if you would want the flag being animated as well when dropped) along with the 'dirty' code I was talking about before. I'm not so sure this would be welcomed with open arms. This is how I see it, it might require a lot of work re-coding the thing or it might even be more complicated than this, I'm no programmer so I don't really know.
One could argue that it would only require 2 or 3 models if .skin files could be used. But that would break lots of maps and stuff, especially if older versions of Nexuiz connected to a newer version server.