Game Development Reference
In-Depth Information
3.7.2 Single-Filed 3D Animations
Original 3D FPS games such as Quake 3 Arena (Q3A) use a single track of 3D
animation that defines many separate animations in the same way as an
animated sprite texture atlas. Animations for a character in Q3A, a Quakebot,
for example, are played from specified frames—some looped and some not.
To create a series of animations for a Quake character, a number of different
animations need to be specified and then glued together. For example, the
running animation might go from frame 30 to frame 45, and the swimming
animation might go from frame 46 to frame 57.
Animations in Q3A must be set up in a specific order. The order and length
of the animations are displayed in Table 3.1 .
TABLE 3.1 Order and frame size of animations used in Q3A a
Animation
Length (in
frames)
Description
Category: Full body
BOTH_DEATH1
~30
Full body animation
BOTH_DEAD1
~1
Death scenes and final
BOTH_DEATH2
~30
Death poses
BOTH_DEAD2
~1
BOTH_DEATH3
~30
BOTH_DEAD3
~1
Category: Upper body
TORSO_GESTURE
~45
e.g., taunting
TORSO_ATTACK
6*
Attack other player
TORSO_ATTACK2
6*
Attack other player
TORSO_DROP
5*
Drop arms as to change
weapon
TORSO_RAISE
4*
Lift up new weapon
TORSO_STAND
1*
Idle pose for upper body
TORSO_STAND2
1*
Idle pose for upper body
Category: Lower body
LEGS_WALKCR
~10
Crouched while walking
forward
LEGS_WALK
~15
Walking forward
LEGS_RUN
~12
Running forward
Continued
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