PSX Low Poly Character Animation

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twinspectre
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PSX Low Poly Character Animation

Post by twinspectre » October 23rd, 2019, 5:39 am

Hi all, Since i love the ps1 3d models and their animation I wonder how did they archive such majestic 32 bit low poly character animation, did they use rig bones or they did everything individually.
And I wonder if it is possible to replicate this piece of art with Blender on a brand new model.

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Post by LameGuy64 » October 23rd, 2019, 11:46 am

It depends from game to game. Many PS1 games use a bone style system but the models are modeled in a way that each articulating part is its own 3D model, so they have a bit of an action figure look. There have also been games that used a bone style system that manipulates vertices of the model so they don't have that action figure look, but they are not very common I think likely because it is the slowest to process on the PS1 and complicated to implement.

Vertex keyframe animations are fairly common, sometimes interpolated so the animations look smooth or not which gives Quake-like model animations. Vertex keyframes have the advantage of being easiest to implement and allows greater freedom in animating the model (example: the amusing death animations in Crash 2 and 3), but it takes up a lot of space. The Crash games compresses the keyframes by only storing vertex deltas of each keyframe, which takes up less space than storing whole keyframes.
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