Since the switch to the Unreal engine, DNF's programmers have added new features including a skeletal character animation system and level of detail rendering for models. The skeletal character system allows DNF's 3D modelers/animators to simply place a "skeleton" with joints and bones inside of models, use a motion capture studio to capture animations, and then use the engine to render the posed character models instead of having to animate each individual character pose in advance. This allows for multiple animations to be combined simultaneously, such as firing a weapon while ducking.
In an April 1999 interview, 3D Realms' George Broussard expanded on the skeletal character system, saying, "With this, we can now integrate motion capture data easily for extremely life-like animation. You can also do all sorts of things with bones like making character's heads (or other body parts) track you. Or you can do limited IK on them, when you shoot a character in the shoulder, it can recoil ...
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