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Erondial

Animated Model Format

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For my engine I was going to try and use the MD3 format, but I wanted something that supported skeletal animation. So I looked to MD4. However, uh... I can't seem to find the spec. Anywhere. Like, I found a really, really old spec here: http://icculus.org/homepages/phaethon/q3a/formats/md4format.html But I'm almost positive it's not valid anymore, because it differs from this one (which is more recent): http://gongo.quakedev.com/md4.html. The problem is, with Gongo's, he doesn't really mention what order anything goes in, he's just basically passing me the header files. Now, I don't need a tutorial, I just want to know, you know, where everything goes inside the file :) (I looked at Gongo's viwer and it's REALLY, REALLY jumbled around) Source code isn't necessary, infact, the more theoretical the better. Now, uh, if no one knows where one is, (or if anyone has a better suggestion for a format for skeletally animated models), please let me know. I'm just having a real problem with trying to puzzle out just exactly how he wrote his loader. If not, no worries, it'd just be a big help if anyone knew a better spec. Thanks in advance, Erondial

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Erondial,

You might want to take a look at Milkshape3D and it's animation format (you can also export to loads of other animation formats). It is a piece of cake.

MilkShape3D

Hope this helps.

MAMEman.

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You could also take a look at MD5. Is a very very easy to use [smile].

Only down side is no maya exporter.

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Quote:
Original post by mameman
Erondial,

You might want to take a look at Milkshape3D and it's animation format (you can also export to loads of other animation formats). It is a piece of cake.

MilkShape3D

Hope this helps.

MAMEman.


Ah yes, I was wondering about MS3D. Now that I have an endorsement, I'll use it :D

I'll also check out MD5. Thanks to you both. Big help :)

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Quote:
Original post by Richy2k
You could also take a look at MD5. Is a very very easy to use [smile].

Only down side is no maya exporter.

I am not entirely sure what you mean by no Maya exporter [looksaround]

The actual md5 files in Doom 3 were made and exported from Maya. In fact, Maya is the only officially supported modelling tool for Doom 3's animated models (see iddevnet).

As for the original topic, I second the suggestion to use md5. The format is easy to parse, there is a good deal of info on iddevnet on the structure of the file and it isn't too much of a headache to tweak the meshes so they can be skinned on the GPU. Not to mention you have a loads of models inside Doom 3 and Quake 4 that you can use as place holder art [smile]

Regards,
ViLiO

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