This also may prove to aggravate opponents who rail Prowl in the head while crouched, and watch as the shot passes though harmlessly, grrr. Also because of the models extreme segmentation, there are some tiny clipping problems with joints and other body parts which isn't too noticeable during gameplay. The model does contain the additional frames for use with the TC, and the picture in the link at the end of this paragraph illustrates a few of these frames. To actually see them, you'll have to use one of the many model viewers available, such as NST , QSB or the Quake2 model viewer from chUmbaLum sOft . This causes the vertices to move ever so slightly during animations, and upon close inspection, the model appears as it would through a heat lamp.
Movements are all very smooth, for a mech.
One thing conveyed very well, was Prowls apparent weight. Run animations look as if they were taken right from the TV show, and illustrated the bulkiness of the form without being clumsy looking. They seem to blink or flash in an alternating pattern with each frame, due to the polygons being double sided. Secondary motions, when hitting the ground in death, or during a pain cycle, added to the all around flow of the animations also. The doors and tires fall off and bounce around, in one of the death sequences, and really give the impression of Prowls body mass and the force at which it falls at.