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Domo-Kun
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Tuesday, June 21, 2011
I was wondering if we could add jiggle bones to ZEQ2Lite models or if it already had jiggle bones. To the people who don't know what jiggle bones are: http://wiki.teamfortress.com/wiki/Jiggle_bones
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Dokumas
Jamaicabronx
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Tuesday, June 21, 2011
Interesting find Domo, but I don't think Zeq2lite has them from what I read on wikipedia.
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ssj6vegeta
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Tuesday, June 21, 2011
jiggle bones would be nice like for characters maybe it would help with Raditz hair and Super Saiyan 3 hair or for hair altogether I don't know
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Nemix
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Tuesday, June 21, 2011
yeah but isn't that just for the source engine?
the ZEQ2 engine I don't know... it doesn't even have ragdolls or these jiggle bones, but that can be achieved through animations.
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Domo-Kun
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Tuesday, June 21, 2011
Nemix wrote : yeah but isn't that just for the source engine?
the ZEQ2 engine I don't know... it doesn't even have ragdolls or these jiggle bones, but that can be achieved through animations.  True but adding jiggle bones seem easier than animating and I'm not sure if its just for the source engine that's why I asked if jiggle bones could even be added in ZEQ2
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Zeth
The Admin
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Wednesday, June 22, 2011
True but adding jiggle bones seem easier than animating and I'm not sure if its just for the source engine that's why I asked if jiggle bones could even be added in ZEQ2
The current ZEQ2-lite (and Quake 3) mesh format is MD3. MD3 doesn't use or save bones whatsoever. The models are flattened down to raw vertex snapshots of every single frame. This is why vertex animations work, but also why the files are so large and thus why there is no skeleton.
A mesh format with bone/skeleton support would be needed first. "Jiggle bones" as they label them are really nothing more than normal bones moved in a dynamic manner based on animation/movement velocities. Any mesh format or engine with direct access to bone manipulation can achieve this.
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Djosama
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Sunday, September 25, 2011
Zeth wrote : True but adding jiggle bones seem easier than animating and I'm not sure if its just for the source engine that's why I asked if jiggle bones could even be added in ZEQ2
The current ZEQ2-lite (and Quake 3) mesh format is MD3. MD3 doesn't use or save bones whatsoever. The models are flattened down to raw vertex snapshots of every single frame. This is why vertex animations work, but also why the files are so large and thus why there is no skeleton.
A mesh format with bone/skeleton support would be needed first. "Jiggle bones" as they label them are really nothing more than normal bones moved in a dynamic manner based on animation/movement velocities. Any mesh format or engine with direct access to bone manipulation can achieve this.
In theory, couldn't the jiggle bone effect be created through animating the bipeds to stop and move realistically?
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