I may have used the wrong term, but I was thinking of the ability to blend one animation into another, i.e. blend from running animation to jumping in a smooth transition dynmaically as a lot of games can do. Maybe this is already handled in the engine, but I would appreciate any input.
<br><br><div><span class="gmail_quote">On 2/28/06, <b class="gmail_sendername">Thilo Schulz</b> <<a href="mailto:arny@ats.s.bawue.de">arny@ats.s.bawue.de</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
On Tuesday 28 February 2006 16:43, Tim Stowell wrote:<br>> Great, nice to have the md4 info up. One quick question, does cgame as it<br>> currently stands in the Icculus code have support for morphstates for the<br>
> skeletons, or would I need to copy that from the elite forces code? I'm<br>> just wondering if cgame as it currently stands is ready enough where I<br>> could just throw in the mdr and have full animation control without needing
<br>> to dissect the elite sources code to make things functional, thanks.<br><br>Umm, I'm pretty sure that the morph states (I guess you mean the current<br>animation frame being displayed) are handled exactly the same way they're
<br>being handled in MD3s.<br><br>The info which frame is displayed is stored in the "frame" variable of the<br>respective entity.<br><br>The renderer then uses this: backEnd.currentEntity->e.frame to get the frame
<br>number it must display.<br><br>--<br>Thilo Schulz<br><br><br></blockquote></div><br>