model questions

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Postby Mizu Kitsune » Sun Jun 14, 2009 6:54 pm

i havent noticed any differences in the zmodel and dpmodel svn sources. just like he said dpmodel can make md3. but if you edit the output extention of zmodel its the same to me.
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Postby toneddu2000 » Sun Jun 14, 2009 8:28 pm

ok thanks!
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Postby deloresi » Fri Jul 31, 2009 7:53 am

How to save a flash animation in a website to our computer? When we surfing the net, we can save images by right clicking the particular images, But, how to save a particular flash animation? Also, When we save the web page images are saved but, flash animations are not saved. How to save those facsinating flash animations?
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Postby ai » Fri Jul 31, 2009 8:01 am

@deloresi: That has nothing to do with anything in this topic.
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Postby Morphed » Fri Jul 31, 2009 9:11 am

if you want animated model use "framegroups" option in dpmodel config, and use .dpm and .framegroups files together
you dont need any .qc files
engine will play animation, no mater what fps or frame count, only length is important.
dpm + framgroups = zym + vertex weights :)
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Postby Flying Steel » Fri Jul 31, 2009 2:45 pm

Morphed wrote:dpm + framgroups = zym + vertex weights :)


What do you mean by "+ vertex weights"?

I haven't been able to find a complete answer on how Nexuiz handles vertex weights.
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Postby Mizu Kitsune » Fri Jul 31, 2009 11:06 pm

i dontthink it does yet. without ragdoll, or stick physics there is no need for vertex weights.
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Postby ai » Sat Aug 01, 2009 4:38 am

Mizu Kitsune wrote:iwithout ragdoll, or stick physics there is no need for vertex weights.

Um, without vertex weights there wouldn't be any animation going on in the player models. Vertex weights are indeed used.

@Flying Steel:
What you mean, vertex weights are used in Nexuiz like any other game, minus the fact that it uses a rigid method, but painted weights nonetheless.
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Postby Flying Steel » Sat Aug 01, 2009 2:38 pm

ai wrote:
Mizu Kitsune wrote:iwithout ragdoll, or stick physics there is no need for vertex weights.

Um, without vertex weights there wouldn't be any animation going on in the player models. Vertex weights are indeed used.

@Flying Steel:
What you mean, vertex weights are used in Nexuiz like any other game, minus the fact that it uses a rigid method, but painted weights nonetheless.


I don't know if we can really call it weight"s" when all vertices are just parented to a bone or another or not at all, so that it is only on or off. It is just one weight (full) or no weight at all.

And having different weights are much more useful than just having ragdoll physics and such, it allows smooth and reasonably simple animation to be done on a model of more than a ridiculous 1,000 tris. Because if you mesh is dense enough to have more than one face loop at a joint (and you should), you will need more than one bone, and have to animate more than one bone, just to rotate that joint and have it look okay-ish.

And it is probably also important for to have this, in order to put into place the feature where the engine is able to rotate bones dynamically with the player aiming up and down, so that the player model appears to aim up and down in the same way. It looks really, really primitive not having this- player models shoot up and down at you while aiming and looking at the horizon.

We will need these things and LoD support on the codeside before player models can look as good as the rest of Nexuiz or a modern game, instead of looking like the crapiness they currently are and being the far and away weak link in Nexuiz' otherwise awesome graphics engine.

My feeling and hope is the reason the code for handling character model graphics in Nexuiz is so backwards is because no one has worked on creating a new set of character models with all the content-side bells and whistles (like LoDs) to make these code improvements useful and obvious. So my thinking is that when I have finished creating my new set of character models for Nexuiz, there will be the necessary incentive to make this all happen.
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