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Jiggle Bones

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Domo-Kun View user's profile Send private message

Reply with quote 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

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote Tuesday, June 21, 2011

Interesting find Domo, but I don't think Zeq2lite has them from what I read on wikipedia.

ssj6vegeta View user's profile Send private message

Reply with quote 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

Nemix View user's profile Send private message

Reply with quote 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. Wink

Domo-Kun View user's profile Send private message

Reply with quote 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. Wink

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

Zeth The Admin View user's profile Send private message

Reply with quote 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.

Djosama View user's profile Send private message

Reply with quote 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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