Game Development Reference
In-Depth Information
TABLE 3.1 Order and frame size of animations used in Q3A—cont'd
Animation
Length (in
frames)
Description
LEGS_BACK
~10
Back pedaling
LEGS_SWIM
~10
Swimming
LEGS_JUMP
~10
Jumping up forward
LEGS_LAND
~6
Landing after jump
LEGS_JUMPB
~10
Jumping up backward
LEGS_LANDB
~6
Landing after backward jump
LEGS_IDLE
~10
Idle pose for lower body
LEGS_IDLECR
~10
Crouched idle pose for
lower body
LEGS_TURN
~8
Turning on the spot
a All animation lengths are approximations with the exception of those indicated
by an asterisk, which need to be exact.
As shown in Table 3.1 , upper and lower animations are separate with the
exception of death scenes. Therefore, movement of the upper body is
independent of the lower body. This allows for different animation effects by
combining differing animation parts. However, this can be a slight problem
when two unrelated animations are combined; for example, an upper
TORSO_ATTACK combined with a LEGS_SWIM would look strange. Although
this system of animation has the drawback of creating inappropriate
movements, it does provide for an overall greater number of animations.
Because many of the animation sequences do not have a defined length, an
animation configuration file needs to be generated for the QA3 game engine
so that it can locate the correct animation progressions. The configuration
file is called animation.cfg and is loaded into the QA3 engine with the
appropriate model. The configuration file contains information on the first
frame of the sequence, the length, in frames, of the sequence, the number
of times to loop the animation, and how fast to play it. The file contains this
information for each animation sequence in the order shown in Table 3.2 .
TABLE 3.2 A partial animation configuration file
Animation
First frame
Number of
frames
Times to loop
Frames per second
BOTH_DEATH1
0
30
0
25
BOTH_DEAD1
29
1
0
25
TORSO_GESTURE
90
40
0
15
TORSO_ATTACK
130
6
0
15
 
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