Help importing .md3 Part II |
by furroy
on 08/17/2008 20:42, 4 messages, last message: 08/26/2008 16:15, 1104 views, last view: 04/07/2024 15:53 |
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ok, well i've been digging into this issue deeper and some models import just fine, but most of the ones i've found on quake sites don't.
when sauer tries to load them it reports that it has frames out of range. i had hacked around and it seemed like leg animations starting at // LEGS_WALKCR, that sauer wanted 60 frames earlier. so in my import process i had it subtracting 60 from the starting frame on these leg animations. however, if i did this to the models that were working (like the lara croft one) of course it broke them.
ok, so here is an example. when i load in this alien model it gives frame out of range errors on 245, 256, and 287. these anims load up and display just fine in MM3D for me.
here's the model if you want to try it out yourself:
http://blog.plubble.com/wp-content/uploads/2008/08/alien.zip
// animation config file for alien
sex n
// first frame, num frames, looping frames, frames per second
headoffset 0 0 0
footsteps normal
0 51 0 25 // BOTH_DEATH1
50 1 0 20 // BOTH_DEAD1
51 25 0 25 // BOTH_DEATH2
75 1 0 20 // BOTH_DEAD2
76 31 0 25 // BOTH_DEATH3
106 1 0 20 // BOTH_DEAD3
107 44 0 20 // TORSO_GESTURE
151 6 0 15 // TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this)
157 6 0 15 // TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this)
163 5 0 20 // TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this)
168 4 0 20 // TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this)
172 1 0 15 // TORSO_STAND
173 1 0 15 // TORSO_STAND2
174 13 13 20 // LEGS_WALKCR
187 23 23 30 // LEGS_WALK
210 21 21 25 // LEGS_RUN
231 14 14 23 // LEGS_BACK
245 21 21 20 // LEGS_SWIM
256 8 0 20 // LEGS_JUMP
264 6 0 20 // LEGS_LAND
270 12 0 20 // LEGS_JUMPB
282 5 0 20 // LEGS_LANDB
287 10 10 10 // LEGS_IDLE
301 10 10 10 // LEGS_IDLECR
311 7 7 15 // LEGS_TURN
---------------------------------------------------------------
// MD3 model converted by Plexus Converter V1.0
md3load lower.md3
md3skin l_legs legs.png
md3anim dying 0 51 25
md3anim dead 50 1 20
md3anim "lag|edit" 174 1 20
md3anim "forward|left|right" 187 23 30
md3anim backward 231 14 23
md3anim swim 245 21 20
md3anim jump 256 8 20
md3anim idle 287 10 10
md3load upper.md3
md3skin u_torso torso.png
md3anim dying 0 51 25
md3anim dead 50 1 20
md3anim "idle|lag|edit" 172 1 15
md3anim shoot 151 6 15
md3anim punch 157 6 15
md3anim taunt 107 44 20
md3load head.md3
md3skin h_head head.png
md3link 0 1 tag_torso
md3link 1 2 tag_head
mdlspec -1
mdlscale 100
mdltrans 0 0 24
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#1: .. |
by furroy
on 08/17/2008 23:00
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ok, well i finally solved this on my own.. you have to look at the lines // TORSO_GESTURE and // LEGS_WALKCR and if they start at different frames, you must use the difference between them to offset start of the leg animations. whew!
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#2: Re: .. |
by Megagun_
on 08/18/2008 15:57, refers to #1
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Yeah, from my own experiences, you actually need to subtract 63, not 60... That would explain why it's claiming that there are 3 missing frames.. :)
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#3: .. |
by furroy
on 08/18/2008 17:13
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close, but the exact amount you need to extract is different for each model.
you need to take the first number from the // LEGS_WALKCR line and subtract the first number from // TORSO_GESTURE line.
this will give you the correct number to offset by.
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#4: .. |
by FurroyIPhone
on 08/26/2008 16:15
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just wanted to mention I got this stuff under control and wrote up a monster page on the importing process for the wiki. Check it out if you need help importing your own stuff!
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