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I noticed that the arms are separated from the weapons. Is there any documentation on how the weapon animations are synced with the arms animations? Or someone can point me into some code snippets that can give me some light?
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The arms & weapons were animated together, then exported to MD5 models separately. Most of the "magic" is happening in the md5.cfg files, not code.
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The main question is why are we still using md5 files..
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Personally i thought that tesseract would be one of the first cube based games to make the .iqm the main model type.
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Ditto xD but i guess not.. Hardly any programs even support .md formats
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It does support IQM, it's just not used by the default models.
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I used MD5 because 3dsMax doesn't currently have an IQM exporter. There is a way to convert an exported FBX file to IQM, however I have not taken the time to tinker with it. IQM doesn't do much different or better than MD5 so there isn't a pressing reason for me to pursue it.
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Are you sure? It supports all this....
*little-endian binary format for fast loading
*supports variable vertex attribute formats including position, texture coordinates, normal, tangent, *blend weights, color, and custom attributes
*space-efficient quaternion animation encoding
*supports non-uniform joint scaling
*allows combined or separate mesh and animation files
*triangle adjacency data
*per-frame bounding boxes
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Are you sure? It supports all this....
*little-endian binary format for fast loading
*supports variable vertex attribute formats including position, texture coordinates, normal, tangent, *blend weights, color, and custom attributes
*space-efficient quaternion animation encoding
*supports non-uniform joint scaling
*allows combined or separate mesh and animation files
*triangle adjacency data
*per-frame bounding boxes
But we don't need any of this compared to MD5, technically. But unlike MD5, IQM is a maintained format – by the same developer as Tesseract.
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