That's interesting. So by the time there were full 3D games on the PC, they'd either go with full skeletal animation or MD2-style vertex animation. There probably wasn't an intermediary period of PC games where they'd use this "hierarchical node animation with the segmented meshes" as we saw in consoles. The earliest…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
That prompted me to pull his Animating real-time game characters book off the shelf and browse through it. it's amazing how little has really changed in the last 20 years if you ignore the specifics of the tools.
Nothing much to add, but this did remind me of Paul Steed's book that got me into max and character modeling: https://dondeq2.com/2017/08/17/modeling-a-character-in-3ds-max-by-paul-steed-rip/ He mentions only briefly about their particular animation system for q3arena at the very beginning of the book. RIP Paul.
There's this game, Pandemonium! (1996), it was ported to the PC in 1997 so it uses that segmented body animation technique, but it wasn't originally built for the PC. Go to 08:50 to see a close-up of a character: https://www.youtube.com/watch?v=u3vJsaAE0SU&t=530s
that's a tricky one. Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes. quake and quake2 were just canned vertex animation iirc I think it'll mostly be games that also launched on ps1 / equivalents that did this tbh. virtua fighter and tekken did it iirc