Title: tag_weapon Post by: Coder on November 27, 2011, 05:12:30 AM so i finally got the md3 import export worked out and i started making this model 3 months ago
i use blender 2.49b so i go in add>empty then where it says OB: down the bottom i make it OB:tag_weapon now when i go move it in animation mode i go to frame 2 from frame 1 and i move tag_weapon with g when i go back to frame 1 i realie it has moved generally how do i fix this? Title: Re: tag_weapon Post by: fromhell on November 27, 2011, 05:16:31 AM Don't forget to press I to make a keyframe.
Title: Re: tag_weapon Post by: Coder on November 27, 2011, 06:56:35 AM ye but...
do i go through the 190 frame and press i then go through all again and move the tag or do i go I > G explain steps Title: Re: tag_weapon Post by: fromhell on November 27, 2011, 08:03:09 AM Sounds like you're making a player model. Try parenting it to the bone of the hand.
Do this by going into pose mode for your skeleton Click the hand you want to attach to Right click your tag_weapon then Right click your skeleton's desired hand bone again as it'd be in pose mode Ctrl-P Select bone now it's a boned tag Title: Re: tag_weapon Post by: Coder on November 27, 2011, 10:12:52 AM i thought md3 didnt do bones :/
EDIT: So i will have to make a whole skeleton or only one bone for the tag Title: Re: tag_weapon Post by: Coder on November 27, 2011, 12:23:54 PM so doess there have to be the mesh,the empty(tag)and a bone on the scene to do this?
Title: Re: tag_weapon Post by: fromhell on November 27, 2011, 08:16:36 PM i thought md3 didnt do bones :/ EDIT: So i will have to make a whole skeleton or only one bone for the tag It's best to animate with a skeleton. MD3 doesn't do bones but animation will. Note that Q3's models all used bones before they were MD3s, otherwise they would have had a difficult time with that motion capture data... Were you honestly going to animate with vertices only? A typical player model typically has: - 3 objects - l_legs (lower.md3), u_torso (upper.md3), h_head (head.md3 - 4 empties - tag_torso (lower.md3), tag_weapon and tag_head (upper.md3), tag_flag (for missionpack, left hand, upper.md3) - 2 skeletons - one for the lower, one for the upper i'd recommend putting upper, lower and head into their own layers I'd also recommend as an animation guide, parenting your upper skeleton to tag_torso Title: Re: tag_weapon Post by: Coder on November 28, 2011, 08:54:42 AM can i use other model anims?
Title: Re: tag_weapon Post by: Coder on November 28, 2011, 09:00:52 AM Were you honestly going to animate with vertices only? YES! :D |