Home Technical Talk

experienced gmax/3dsmax users : quake3 - md3

daemonfoe
polycounter lvl 18
Offline / Send Message
daemonfoe polycounter lvl 18
I've reached a few roadblocks with gmax while trying to learn how to use the program. My goal is to add a few animations to the quake3 upper.md3 model. (I have a working importer, and an exporter, but I can't be sure how well the exporter works until I learn how to use gmax properly.)

blocks:

1. how to properly specify multiple frames for exporting.

2. how to load an md3 with the proper number of animation frames (when I load upper.md3 it loads it with only 52 frames of animation, but if I import a 2nd upper.md3 it will load all of the frames.)

3. how to add a frame of animation w/o inadvertantly modifying the position of the models in the rest of the frames.

4. what I need to know about tags when deleting a portion of the model and leaving for example only the arms. (I'm making a weapon model and I only want it to consist of the arms, and not the chest.)

5. bone structures? is this easier than manually moving and rotating the objects? and if so, how do i do it? or can I set up the tags to work as bones/pivot points within gmax?

Replies

Sign In or Register to comment.