2010-05-20, 09:22 PM
From the .mdl file pov each type of .mdl file (which folder they are in basically) has certain numeric identifiers assigned to each animation, like 4 is death for enemies, open for treasure chests/doors and I forget what for NPCs. So in your modeling suite you just need to include the animations and name them so the importer can detect the number (no need to go into the details)
Any kind of animation should work. My plan is if it's a traditional skeletal like animation to use the hard animation and if not to just sample it each frame in order to construct a soft animation.
The way attacking and stuff works is you need to embed special triangles into the model. Your suite/format will have to support per vertex colours for that part to work. Normal model faces are white and special triangles are colour coded (can give you the details later)
That's pretty much it from the .mdl side of things.
PS: About that epic Guyra setup. I think you'd have to not let the player walk behind the front of the central body part because the head etc would follow the player. There really should be a setting for limiting turn angles but I'm pretty sure there isn't one. If there was that would not be a problem.
Any kind of animation should work. My plan is if it's a traditional skeletal like animation to use the hard animation and if not to just sample it each frame in order to construct a soft animation.
The way attacking and stuff works is you need to embed special triangles into the model. Your suite/format will have to support per vertex colours for that part to work. Normal model faces are white and special triangles are colour coded (can give you the details later)
That's pretty much it from the .mdl side of things.
PS: About that epic Guyra setup. I think you'd have to not let the player walk behind the front of the central body part because the head etc would follow the player. There really should be a setting for limiting turn angles but I'm pretty sure there isn't one. If there was that would not be a problem.