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Help importing .md3

by furroy on 08/16/2008 19:08, 5 messages, last message: 08/17/2008 20:45, 1370 views, last view: 05/03/2024 17:04


I've been trying to import/convert .md3 models for Sauer, but they all have messed up animations, so I'm probably doing something wrong. If anyone could take a look at this and let me know. Also, I can't seem to change the eyeheight on any of the models. When I stick in mdlbb 0.0 0.0 0.5 it doesn't matter what value I put in for the last amount, the camera always stays at the same height above the toon.

Inside Sauer, the idle animation starts off fine, but skips to the wrong frames halfway through. It plays the backward animation when the toon should be swimming, etc. I've tried converting a handful and they all end up wonky the same way. Also, I noticed a 'glitch' in that the anims for the legs, sauer makes me delete 60 from the start frame if its one of the animations that come after the TORSO group. That took forever to figure out!

My copy of the model can be found here: http://blog.plubble.com/wp-content/uploads/2008/08/laracroft.zip

// animation config file for Lara "Angelina Jolie" Croft

sex f

// first frame, num frames, looping frames, frames per second

footsteps boot


0 31 0 25 // BOTH_DEATH1
31 1 1 25 // BOTH_DEAD1
32 35 0 20 // BOTH_DEATH2
67 1 1 20 // BOTH_DEAD2
68 25 0 25 // BOTH_DEATH3
93 1 1 25 // BOTH_DEAD3

94 39 0 15 // TORSO_GESTURE
133 7 0 15 // TORSO_ATTACK
140 11 0 15 // TORSO_ATTACK2
151 5 0 15 // TORSO_DROP
156 6 0 15 // TORSO_RAISE
162 31 0 10 // TORSO_STAND
193 11 0 10 // TORSO_STAND2

94 12 12 15 // LEGS_WALKCR
107 12 12 15 // LEGS_WALK
120 12 12 17 // LEGS_RUN
133 12 12 17 // LEGS_BACK
146 12 12 14 // LEGS_SWIM
159 6 0 8 // LEGS_JUMP
167 6 0 12 // LEGS_LAND
172 6 0 10 // LEGS_JUMPB
178 6 0 10 // LEGS_LANDB
185 6 6 5 // LEGS_IDLE
192 6 6 5 // LEGS_IDLECR
199 6 6 20 // LEGS_TURN



---------------------------------------------------------------
// laracroft .md3 conversion

md3load lower.md3
md3skin l_legs default.png
md3skin l_belt default.png

md3anim dying 0 31 25
md3anim dead 31 1 25
md3anim "lag|edit" 34 1 15
md3anim "forward|left|right" 47 12 15
md3anim backward 73 12 17
md3anim swim 86 12 14
md3anim jump 99 6 8
md3anim idle 125 6 5

md3load upper.md3
md3skin u_torso default.png
md3skin u_head default_h.png

md3anim dying 0 31 25
md3anim dead 31 1 25
md3anim "idle|lag|edit" 162 1 10
md3anim shoot 133 7 15
md3anim punch 140 11 15
md3anim taunt 94 39 15

md3load head.md3
md3skin h_head default_h.png

md3link 0 1 tag_torso
md3link 1 2 tag_head

mdlspec -1
mdlscale 100
mdltrans 0 0 24


ps. If you read this far, we still need volunteer graphic artists!! We are only a week or two away from the alpha release. Heeeeelp!! http://blog.plubble.com/

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#1: ..

by Acord on 08/16/2008 20:42

http://md3view.fragland.net/

Open it in an md3 model viewer to make sure that it is sauer and not the model that is doing the glitching.

reply to this message

#2: ..

by Acord on 08/16/2008 20:48

I would say that is the case - there are references to 3DS Max in the md3 files themselves, so your headers are probably borked or you're using a bad exporter. Try converting it in milkshape or something.

BTW: Unless this is just an experiment/placeholder, using copyrighted stuff is just going to get you into hot water...

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#3: yup

by furroy on 08/16/2008 22:35

i've been using the latest beta of Misfit Model 3D V1.3.7, and it loads the animations in from the animation.cfg perfectly. i get the same weird behavior on multiple models, so i don't think it's the models fault.

http://www.misfitcode.com/misfitmodel3d/download.html

reply to this message

#4: ..

by furroy on 08/17/2008 17:48

well i see i can adjust priorities, but do you have any tips on which ones should be higher?

it seems that it will help it decide which animation to play when multiple ones apply, so i don't think this will fix the problem of it playing the swim animation when i move backwards since only one would apply anyways.

reply to this message

#5: ..

by furroy on 08/17/2008 20:45

i'm closing this thread, because this model works fine if i don't try to offset the leg start frames. the issue was with how i was trying to get around broken animations in other models by offsetting start frames by 60.

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