Performance is also a consideration.
Simply tying two, or even three models together and using the parts as a whole is not exceedingly difficult, I think.
(some 3DGS tests performed using 2 parts)
However, a greater Q3 type tag simulation in 3DGS may be more difficult.
I assume the simplest solution to the original question posed here (separated upper, lower movement), might not include an implementation which ties every appendage, head, pelvis, reproductive extrusion, etc. together using vec_to_mesh. In other words, interpretations vary, but the base question did not seem to hint at a solution beyond a certain level of complexity.
I haven't actually played the game mentioned in the thread's initial post, so perhaps, due to a lack of qualifications, I should have left the thread be.
from initial post:
Quote:
...Half Life: Counter Strike...
when the models/bots/players are aiming(low or high) you could notice that only the arms and head turns towards the direction(low or high).
And the rest of the body stays the same.
http://developer.valvesoftware.com/wiki/Quake_Engine_Hierarchy
older examples:
*download example Q3 models (i.e. search ioquake, models)?
*download free application, which allows viewing of Q3 models?
--and playing of upper, lower, combined animations?
...or don't.
(irrelevant?)