Langerd Posted February 27, 2017 Share Posted February 27, 2017 How do do this ? When i am creating animations to the skeleton i use i command and select whole character.MD3 doesnt have bones and all other stuff. From observasions in MD3viewer i need 14-15 frames of animation and name it model_hand.md3And maybe stupid question - is it possible to animate Misc_model? Link to comment
Asgarath83 Posted February 27, 2017 Share Posted February 27, 2017 How do do this ? When i am creating animations to the skeleton i use i command and select whole character. MD3 doesnt have bones and all other stuff. From observasions in MD3viewer i need 14-15 frames of animation and name it model_hand.md3 And maybe stupid question - is it possible to animate Misc_model? Well, turbolasers on t2_wedge are md3 models i think and they move and shoots... but me too, i have no idea about how animate an MD3. Link to comment
Ramikad Posted February 27, 2017 Share Posted February 27, 2017 How do do this ? When i am creating animations to the skeleton i use i command and select whole character. MD3 doesnt have bones and all other stuff. From observasions in MD3viewer i need 14-15 frames of animation and name it model_hand.md3 And maybe stupid question - is it possible to animate Misc_model? It seems indeed that all animations are managed by the model_hand.md3. Basically, it doesn't involve any bones, but simply Empty entities named after tags. Keyframe their positions accordingly to the original parts of the models. For example, the Repeater has three Empty, named tag_barrel, tag_flash, and tag_weapon. Only them, apparently. The animation is made of 15 frames where they move around, and probably the actual model parts moving is managed in-game.Now to coordinate all of that with the .md3 parts and those weird angles is another matter entirely...Also, I don't know if that's important, but always check that the tags are set with Quaternion angles. Well, turbolasers on t2_wedge are md3 models i think and they move and shoots... but me too, i have no idea about how animate an MD3. Those turbolasers are actually .glm models. And the entities in that map itself are misc_turret with turbo spawnflags - they work pretty well, but only after they've been assigned a target through scripting. Langerd and Asgarath83 like this Link to comment
minilogoguy18 Posted February 27, 2017 Share Posted February 27, 2017 The term you're looking for is vertex animation, it's the only way to do animations in MD3 files which is why it wasn't used for characters because it's not nearly as accurate. You'd be better off using OpenJK so that you can use GLM for first person view models. Link to comment
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