JACoders / OpenJK

Community effort to maintain and improve Jedi Academy (SP & MP) + Jedi Outcast (SP only) released by Raven Software
GNU General Public License v2.0
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Ghoul2 Format #74

Closed DT85 closed 11 years ago

DT85 commented 11 years ago

Note: This issue is to do with the ghoul2 format, not something that is wrong with the OpenJK project itself.

GLA doesn't allow a 1:1 copy of an animation from XSI ModTool/3DS Max/Blender. Instead, you will get slight 'jitters' in the animation where the bone will 'jump' around at the bone pivot when it is being played. Any high detailed animations will look horrible.

Suggestions: Try to fix the format (start with modview first, before carrying it on into game as it's easier to see fixes) or replace the format entirely with something that is XSI ModTool/3DS Max/Blender friendly.

mrwonko commented 11 years ago

This may be related to the high compression of bone transformations (14 byte per bone, if I remember correctly - 2 byte fixed point per number).

If that is the case, possible solutions include adding a new version of Ghoul 2 with uncompressed bones (i.e. bumping the version up) with actual 4 byte floating point values, but it was probably only compressed in the first place because the format doesn't handle lots of animations well because it becomes huge. It basically has a keyframe for every bone every frame, which is fairly absurd, so it would be better to just add a different format. Are there any existing formats for skeletal animations & hierarchies? bvh?

Razish commented 11 years ago

I would recommend adding .IQM support from ioq3 http://lee.fov120.com/iqm/