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Hero model Project / Workflow Design

Posted: October 17th, 2011, 11:07 am
by Eagle
Hero model Project
Image

I would like to get some help with this "hero" project, I have the model made and fully animated in Milkshape (I didn't think many of you use Maya) and I would like to work with one of you that have successfully used animated character models in your games. Basically I need to get this model in a format that will work in Sandbox so it can be controlled and create a .qc file that I can re-use in order to build a workflow that is productive. Mdl formats are old and a little tricky to use, I'm suprised Sandbox doesn't use .b3d or 3ds for character models as fast as the engine is.

Anyone want to do this with me?

Always~

Re: Hero model Project / Workflow Design

Posted: October 17th, 2011, 5:20 pm
by Captain_Ahab
I've done a couple of minor things, but I could give it a shot.
I use blender and should be able to import .3ds models
what format were you wanting to export to?
IQM is suppose to be better than md5, and its widely supported in different games, I think.

Re: Hero model Project / Workflow Design

Posted: October 17th, 2011, 5:57 pm
by chocolatepie33
@ahab: you know how to create and export iqms in blender, and how to import them to PAS? Wow. I've been trying for a long time now with no success. Anyways, I believe IQM isn't actually as widespread... I've seen it used mostly in Cube 2 engine games (red eclipse, sauerbraten, etc). SMD might be more widespread, due to it being the model format for Valve's Source Engine games. And the .3ds importer is naturally supported in Blender, so it should work.

@Eagle: PAS's animated file formats are md2, md3, md5, smd and iqm. I believe the ogre model is an md3, and the RC character model is md5. I've yet to see an animated model in any of the other formats. I believe there's a blender add-on for importing .qc files (along with other source engine files, including smd, vta and dmx files), as I have it. However, I don't know if it would work or not, as it is not natively supported by blender foundation (meaning it's a 3rd-party made importer; I have had no luck with importer/exporters like those)

Re: Hero model Project / Workflow Design

Posted: October 17th, 2011, 7:21 pm
by Eagle
I can save the model out as a .MD3 and we can try that first if you like. Would you guys want to try that with me?

Always~

Re: Hero model Project / Workflow Design

Posted: October 17th, 2011, 8:30 pm
by Hirato
You guys should just use IQM if you intend to use skeletal animation.
While it is the new kid on the block, is is being adopted steadily and already has by all the larger FOSS FPSs
As usual, those looking for the SDK can find it here http://lee.fov120.com/iqm/

Re: Hero model Project / Workflow Design

Posted: October 17th, 2011, 8:39 pm
by chocolatepie33
@Hirato: sorry, I think I've asked this before, but how do you use iqm? export/import wise, anyways?
I once tried to import the included "mrfixit" iqm file and attempted to import it to PAS 2.6.1 with the Sauerbraten model command thing on using iqm. All I got was a "could not load iqm file" error.