Animating QUAKE (Real HELL on Earth)

  Рет қаралды 4,139

QuickVFX

QuickVFX

Жыл бұрын

Today, we're going to dive deep into a gaming legend - a title that shook the very foundations of the industry with its groundbreaking technology and innovative design. Yes, we're talking about the one and only, Quake.
Quake was a revolution in the world of first-person shooters, bringing about a true 3D experience in a genre that was, until then, predominantly 2D.
But what really set Quake apart was its technical development. The game introduced Binary Space Partitioning, or BSP maps. BSP was a revolutionary technique that made rendering complex 3D environments far more efficient. Instead of wasting computational power trying to render every single polygon in the scene, BSP allowed the game to determine what was visible and needed rendering and what didn't.
This process was like a smart librarian who could instantly point you towards the book you need, amidst thousands of others. It fundamentally changed the way games were made, contributing to Quake's smooth, immersive gameplay.
And the ripple effects of this innovation were monumental, influencing countless games in the years to follow.
But now, let's delve into the real meat of this video. Quake didn't just pioneer environmental rendering, it revolutionized character animation as well. They used a method that, let's just say, turned its animators' lives into a living, breathing embodiment of Quake's in-game Hell.

Пікірлер: 26
@golarac6433
@golarac6433 Жыл бұрын
It's true that Quake (up to Quake3 even) uses vertex animations but that doesn't mean the artists didn't use more powerful 3d modeling software that did support bone animations. Then they just exported the already morphed mesh for the game. I'm pretty sure that's what they did since you could use bone animations way back in 1994 on a video toaster 4000 which was way cheaper than the super expensive workstations Id used.
@Quick_VFX
@Quick_VFX Жыл бұрын
I mean in that case, everything is vertex animation as that is what it is ultimately compiled down to
@golarac6433
@golarac6433 Жыл бұрын
@@Quick_VFX well, yeah. Bone animations have the benefit of taking less space and having the ability to blend multiple animations and also to generate bone positions at run time, so called IK - inverse kinematic. This allows you to for example only specify where a specific bone (say left hand) is positioned and the rest of the connected bones will position themselves where it will make sens (the whole arm will straighten out to match the hand position) All of this require extra computation though, so for Quake they decided to just precompute 12 frames a second of animation. You basically have 12 unique models for each frame of animation Btw, the vertices are "swimming" like that because they don't use full precision floats to describe the vertex position. It's 8 or 16 bit fixed math position (don't remember which) so the "resolution" of possible positions is limited and you see the vertices snap to the imaginary grid
@rumisbadforyou9670
@rumisbadforyou9670 Жыл бұрын
​@@Quick_VFX no, interpolating with a skeleton results in verticies going through arcs, interpolating with just vertex endpoints results in verticies going through straight lines.
@AlphaEnt2
@AlphaEnt2 9 ай бұрын
Regarding interpolation: That was implemented on Quake 2, so on Quake 1 we only had the keyframes (interpolation on quake 1 became possible later via sourceports)
@CloverCrage
@CloverCrage 8 ай бұрын
This is a pretty nice video and reveals some nice glimpses into the behind-the-scenes of Quake, however, I'd like to point out some inaccuracies, if that's alright 😅. First off, while it is entirely possible to move around vertices by hand and then let a vertex offset based animation system playback your frames, I'm fairly certain the guys over at ID used skeletal animation to make their animations, and then "Baked" the vertex offsets in their MDL files after exporting. Secondly, the whole vertex jelly thing is often referred to as "Vertex Swimming" in the industry, and is caused entirely due to lack of value precision when storing the vertex offsets. Think of each animation frame as a cube with a 3-dimensional grid inside of it, and each vertex can only be snapped to the grid cells. When exporting the model from the 3d software, the vertices of each frame would snap to the nearest cell in that grid. This is a result of limitation and an optimization at the time, in fact, this still occurs in modern games with skeletal bone transformations, but since we, nowadays, use pretty high precision 32bit floating point values for just about anything, the "Swimming" part of things isn't really noticeable. Interestingly, if you move around too far from the center point of the world in 3d games nowadays, eventually you'll reach a point where the floating point values start to lack precision and you'll once again see the vertex swimming affecting 3d assets, albeit things don't usually start to look like the Quake 1 animations, but the artifacts are similar. I'd also like to mention that in old games, especially on 5th gen consoles from the 90s, like the PS1, vertex positions would be stored using integer values, which is the reason why, in those old games, it kind of looks like everything in the world is shimmering and jiggling around when you move and rotate the camera. Actually even stuff like camera position and rotation would have to be calculated using integers, or, at the very least, fixed point values. Anyway, hopefully some of this was interesting to read and/or useful. Have an awesome day!
@Headspr0uter
@Headspr0uter Жыл бұрын
You know the first time I launched SFM I didn't know what skeletal controls were so my first attempt at animation used this method. I gave up rather quickly, those ID boys had it rough. You don't pronounce it like "eye-dee", by the way. 😛 But great video.
@Quick_VFX
@Quick_VFX Жыл бұрын
that AI voice lol
@Headspr0uter
@Headspr0uter Жыл бұрын
@@Quick_VFX damn, this is the first time i've been fooled by an AI voice i think the fact this is an educational video made me not question the subdued delivery
@masoudmaani
@masoudmaani Жыл бұрын
They were the real MVP
@AllanGildea
@AllanGildea Жыл бұрын
Really interesting. Thank you.
@Shodan-0101
@Shodan-0101 3 ай бұрын
Incredible! Thank you for this great video! Would love if you covered the 2.5D Build Engine by Ken Silverman, he was 18 when he started working on it back in the 90s....crazy!
@Quick_VFX
@Quick_VFX 3 ай бұрын
Nice one, always appreciate documentary ideas
@shirkunderhil2296
@shirkunderhil2296 Жыл бұрын
Neat, that was cool. Didn;t know about all that stuff.
@Quick_VFX
@Quick_VFX Жыл бұрын
glad you liked it
@NeoWorm
@NeoWorm 7 ай бұрын
Original quake did not tween between frames, that is the reason why weapon could have polygon flashes just for one frame. New engines that do interpolate between frames actually broke some of the animations.
@michaels.1964
@michaels.1964 Жыл бұрын
damn was looking for a song but found this vid and wasn’t disappointed
@Quick_VFX
@Quick_VFX Жыл бұрын
what the start song?
@Rorybabory
@Rorybabory 6 ай бұрын
This video is AI generated.
@Quick_VFX
@Quick_VFX 5 ай бұрын
yes, Burke from ALiens
@irishww5110
@irishww5110 9 ай бұрын
imo the herky-jerky animations and jelly models were a great part of the aesthetic
@sharx2002
@sharx2002 6 ай бұрын
i noticed you used Matt's Ramblings' visualization of the BSP algorithm without giving credit, and you erroneously claimed that quake introduced BSP (doom used a 2-dimensional version of the same algorithm). the whole thing lacks any citations, which is important when you're making an informational video. also the writing feels really verbose and repetitive, which, when combined with the AI voice makes me quite suspicious that chatGPT had its hands all over this script... if that's not the case, sorry for making an accusation but it's always something i'm vigilant of these days. i hope you can take this as constructive criticism and be careful in the future to avoid lazy writing techniques that spread misinformation! i'm always into the prospect of more quake content on the site but there's no shortcuts to making a great vid. do your research and write from a place of genuine interest, and your art will blossom :)
@Quick_VFX
@Quick_VFX 4 ай бұрын
Fair Use mate, dont have time to track down the author of every clip. Would make video production unfeasible.
@mr.m2675
@mr.m2675 3 ай бұрын
​@@Quick_VFXno it wouldnt just rename the file you download with the name of the resource on the finished video you just need to look up the file names and write them down into the credits
@davymachinegun5130
@davymachinegun5130 3 ай бұрын
AI voice.
@Quick_VFX
@Quick_VFX 3 ай бұрын
Wrong
Speed in Quake, Simplified
8:41
Sleepy Adam
Рет қаралды 4,3 М.
The Basics and Fundamentals of Doom Mapping
11:34
Readyon
Рет қаралды 17 М.
Survival skills: A great idea with duct tape #survival #lifehacks #camping
00:27
Iron Lung is not as bleak of a setting as people think(sorry)
19:16
Nailing the Sound of Horror: NIN + id  | A Quake Documentary
27:08
The Yetti Den
Рет қаралды 14 М.
Quake - The Church of Dipravity (Hard Skill)
5:35
The Realm of Quake
Рет қаралды 1,9 М.
Quake II on the PlayStation 1 is an incredible port. Here is why.
11:51
Modern Vintage Gamer
Рет қаралды 297 М.
Replayable vs. Unreplayable Games
10:54
Tihshoo
Рет қаралды 2,7 МЛН
Doom didn't kill the Amiga...Wolfenstein 3D did
16:58
Modern Vintage Gamer
Рет қаралды 690 М.
Is It Possible to Make a Level Everyday?
9:44
Studio Roberts.
Рет қаралды 10 М.
Someone Made Pay 2 Win: The Game And Its Hilarious
14:11
MitchManix
Рет қаралды 3 МЛН
I added portals into software Quake
6:31
Matt's Ramblings
Рет қаралды 20 М.