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>> No.400109 [View]

>>400062
You mean this paragraph?
"...so we went instead with vertex animation. This allowed us to use the more sophisticated 3-4 joint weighting available in PowerAnimator, which the Playstation had no hope of matching at runtime (until the PS2), instead we stored the location of every vertex, every frame at 30 frames a second. No one else had the guts, as while this was easy to render, it required inventing some totally hardcore assembly language vertex compressors."
Right, my bad again. I'm going to stop trying to help now.

>> No.399912 [View]

I assume whatever format Naughty Dog exported the models out of Alias PowerAnimator in 1995 to would be adequate. I can't find a copy of the PowerAnimator manual online though...

>> No.399535 [View]

Maybe the MD3 model format would work?

>> No.399532 [View]

Ah wait, it's not quite vertex animation. The format supports hierarchy animation. :\

>> No.399529 [View]

The DirectX (.x) model format seems to support vertex colours, vertex animation and textures.
http://paulbourke.net/dataformats/directx/
I checked it properly this time. :)

>> No.399442 [View]

>>399429
Oh, my bad. IQM only seems to support skeleton animation. That is embarrassing...
The problem is that vertex animation is such an old method, so we're restricted to old model formats.

>> No.399426 [View]

For an all-in-one solution, my suggestion is still the Inter-Quake Model format. The format supports vertex animation/colouring, textures, and is supported by Noesis. Baking vertex colours to a map is my second suggestion.

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