Implement layered animation system for players and NPCs #9
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Players and NPCs in Source engine use a layered animation system where multiple animation sequences are blended together to create semi-dynamic movement — e.g., a walk cycle on the base layer with an upper-body gesture on top.
What needs to happen
Server side
Client side
.mdl/.anifiles (bone transforms per frame).vvddata)Animation blending
Relates to
Part of the broader asset rendering effort in #5.
Related: #16 (position/rotation offsets) — some entity offset issues may be caused by missing bone/attachment transforms that the animation system would provide. Once this is in place, re-check #16 to see if some cases resolve.