2010-04-29, 01:45 AM
As of now the viewer should handle the hard animation perfectly. There were a number of probs before including the rotation coordinate systems not being handled correctly. I think the only possible pitfall ATM may be the rotation angles, but it looks extremely close so it can only be slightly off if any.
My new theory on the .cp files is that they are related to the "control points" that are embedded in the models as little triangles. They also appear related to the animation so maybe it's just the control points being animated directly for easy access.
Since no one appears to be interested in setting up new monsters/npcs etc I will probably just move on to soft animation / the .cp file. The animation itself I think I've demonstrated (to myself) is not dependent upon the .cp file.
Files e105.mdl and e111.mdl are interesting. Getting the skeleton to die correctly and the axe armor to carry his axe right were really good test cases. The animation in this build is not all I'd like it to be. I've disabled interpolation (I have a feeling Som does not do interpolation) but the viewer runs at 60FPS and the Som animations run at about 30FPS I think... in fact I have a feeling Som never goes over 30FPS. The last animation frame goes back to the first. The viewer needs a lot of work in the animation dept and it's not really my code to muck around with.
https://anon.swordofmoonlight.com/holy/S..._debug.exe
My new theory on the .cp files is that they are related to the "control points" that are embedded in the models as little triangles. They also appear related to the animation so maybe it's just the control points being animated directly for easy access.
Since no one appears to be interested in setting up new monsters/npcs etc I will probably just move on to soft animation / the .cp file. The animation itself I think I've demonstrated (to myself) is not dependent upon the .cp file.
Files e105.mdl and e111.mdl are interesting. Getting the skeleton to die correctly and the axe armor to carry his axe right were really good test cases. The animation in this build is not all I'd like it to be. I've disabled interpolation (I have a feeling Som does not do interpolation) but the viewer runs at 60FPS and the Som animations run at about 30FPS I think... in fact I have a feeling Som never goes over 30FPS. The last animation frame goes back to the first. The viewer needs a lot of work in the animation dept and it's not really my code to muck around with.
https://anon.swordofmoonlight.com/holy/S..._debug.exe