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>> No.6242397 [View]
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6242397

>>6242332
Vertex animation can be just as good, if not better for organic animation, than bone animation because it give you complete freedom over how the model deforms.
The problem however is that it is incredibly memory consuming and so it requires a lot of compression, which is why Quake 1 and 2 have a lot of vertex wobbling.
Using bones means that you only need the vertex data of the whole model once and then modify it with the position and rotation of the bones.
This requires far less data as animations can also be shared between models.
However it is a lot more expensive to calculate the vertex data every frame rather than loading it from the model file, which is why it too so long for it be standard.
Naughty Dog did animation compression properly instead of the basic quanization that id Software did
https://www.youtube.com/watch?v=izxXGuVL21o

>> No.5707659 [View]
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5707659

>>5705903
>and its remake
Enjoy bugged online and terrible physics

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