There are some odd bones used in the Doom3 models. I've made a few characters for The Darkmod so far and you do have to place IK solver bones. These bones need attached to the mesh but not weighted to any verts. Their placement can be fairly random but their pivot location needs to be correct. Basically they tell Doom…
Well, if you're talking about the MD5 format, all it stores is positions/rotations of bones per frame, so as long as your exporter is only outputting that information for the required bones and nothing more, then you can use whatever helpers etc. you like. Basically you'd just be "baking" your animation during the export…
Ahh, ok that helps a lot already, thanks! However I doubt the Blender exporter supports exporting only certain bones Hmm, but wouldn't you still need a complete skeleton with one root bone, as opposed to individual foot rig setups (with their own root and only connected to the main rig via constrains) as often seen with…
Sorry to dig up this relativly old thread. But I think I got it to a usable state: http://freegamearts.tuxfamily.org/fga-it...=Humanoid%20rig (Download .blend licensed under the GPLv2 or later) But I got a question regarding such rigs: I basicly tried to stay close to rigs found in id tech 4 games and just added IK solvers…
Hmmm, sure that would make sense (and I have heard about the use of such a bone in the knee already), but in this case there are not two points of rotation in the knee as the dotted lines only represent a parent-child relation. Thus you only have one point of rotation (at the base of the knee bone) as it would be the case…