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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Getting_Characters_and_their_Anims_into_Doom&amp;diff=2063</id>
		<title>Getting Characters and their Anims into Doom</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Getting_Characters_and_their_Anims_into_Doom&amp;diff=2063"/>
		<updated>2006-10-31T17:52:57Z</updated>

		<summary type="html">&lt;p&gt;210.49.13.16: /* More information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|oDDity|1485}}&lt;br /&gt;
&lt;br /&gt;
(Severely edited by Domarius)&lt;br /&gt;
&lt;br /&gt;
== Getting an animated character into Doom 3 ==&lt;br /&gt;
This tutorial only covers getting the character into Doom 3, importing the animations, and cycling through them in Doom 3. It does not cover the script writing necessary to create behaviour for the characters.&lt;br /&gt;
&lt;br /&gt;
First, make sure Doom 3 is updated to version 1.3 by downloading and installing the patch from [http://www.doom3.com/update.asp here].&lt;br /&gt;
&lt;br /&gt;
Then you need to extract [http://208.49.149.118/TheDarkMod/Tutorials/ExportingModels/MayaImportx86(Maya7).rar MayaImportx86.dll] and put it in your Doom 3 folder.&lt;br /&gt;
&lt;br /&gt;
Save you character in Maya as a .mb file. It has been boned and weighted obviously, and the rig has to have a bone called origin at the 0,0,0 world origin, and the skeleton has this as the parent bone.&lt;br /&gt;
&lt;br /&gt;
== Write the definition file ==&lt;br /&gt;
This is just a simple text file that you will save as Doom3\base\def\mycharacter.def (or Doom3\darkmod\def\mycharacter.def if you want it to show up in the DarkMod)&lt;br /&gt;
&lt;br /&gt;
The first section of the definition file deals with this exporting. sourcedir is the source directory where you saved your .mb files, and destdir is where you want the exported files to go.&lt;br /&gt;
&lt;br /&gt;
 export hammer {&lt;br /&gt;
 options   -sourcedir models/mymodels/hammer&lt;br /&gt;
           -destdir models/md5/mycharacter/hammer&lt;br /&gt;
&lt;br /&gt;
 mesh hammer.mb&lt;br /&gt;
 anim idle.mb -dest stand&lt;br /&gt;
 anim stepback.mb -dest sight1&lt;br /&gt;
 anim walkF.mb -dest walk1&lt;br /&gt;
 anim attack1.mb -dest swing1&lt;br /&gt;
 anim attack2.mb -dest swing2&lt;br /&gt;
 anim attack1.mb  -dest swing3&lt;br /&gt;
 anim attack2.mb  -dest swing4&lt;br /&gt;
 anim attack1.mb -dest swing5&lt;br /&gt;
 anim stepback.mb  -dest head_pain1&lt;br /&gt;
 anim stepback.mb  -dest head_pain2&lt;br /&gt;
 anim stepback.mb  -dest head_pain3&lt;br /&gt;
 anim stepback.mb -dest chest_pain1&lt;br /&gt;
 anim stepback.mb  -dest chest_pain2&lt;br /&gt;
 anim stepback.mb  -dest leftarm_pain1&lt;br /&gt;
 anim stepback.mb  -dest leftarm_pain2&lt;br /&gt;
 anim stepback.mb  -dest rightarm_pain1&lt;br /&gt;
 anim stepback.mb  -dest rightarm_pain2&lt;br /&gt;
 anim attack1.mb   -dest spit_attack1&lt;br /&gt;
 anim RunF.mb -dest fastwalk&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;mesh&amp;quot; line is your base mesh in the stance pose, and all the diffent animations you did are in the following lines. the &#039;-dest&#039; after them is used to export it as a different file name, so on the bottom line the .mb file &#039;runf&#039; animation is saved as &#039;fastwalk.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all you need in the definintion file to get it in the game. I&#039;d call this definiton file &#039;hammer.def&#039;&lt;br /&gt;
&lt;br /&gt;
Run Doom or DoomEdit, go to the console (CTRL+ALT+~ in Doom) and type&lt;br /&gt;
&lt;br /&gt;
 exportModels hammer&lt;br /&gt;
&lt;br /&gt;
and this should convert all the maya files to md5 files.&lt;br /&gt;
&lt;br /&gt;
If you get an error like &amp;quot;Exporter Error: Maya Not Installed In Registry&amp;quot;, you need to do the following;  Find the &#039;my computer&#039; icon on your desktop or in your start menu, right click on it and choose &#039;properties&#039; which takes you to the system tab, then click the advanced tab, and click the environment variables button.  In the bottom pane, scroll through the list till you see an item called &amp;quot;Path&amp;quot;, click on it, and click &amp;quot;Edit&amp;quot;.  Make sure there is a ; on the end of whatever is there, and then add the path that you installed Maya, with \bin on the end, eg. &lt;br /&gt;
&lt;br /&gt;
 D:\Programs\Maya7\bin&lt;br /&gt;
&lt;br /&gt;
If the export process completes without any errors, then load any map in Doom 3 by typing&lt;br /&gt;
&lt;br /&gt;
 map mapname&amp;quot; in the console.&lt;br /&gt;
&lt;br /&gt;
(For a list of available maps, look in your Doom3\base\maps or Doom3\darkmod\maps folder)&lt;br /&gt;
&lt;br /&gt;
Then in the console, type&lt;br /&gt;
&lt;br /&gt;
 testModel hammer&lt;br /&gt;
&lt;br /&gt;
replace hammer with whatever your def file is called, but don&#039;t put .def on the end of it.&lt;br /&gt;
Your model will appear a few feet in front of you, so don&#039;t face a wall.&lt;br /&gt;
Then just type&lt;br /&gt;
&lt;br /&gt;
 nextanim&lt;br /&gt;
&lt;br /&gt;
repeatedly to cycle through the animations in sequence.&lt;br /&gt;
&lt;br /&gt;
== More information ==&lt;br /&gt;
This tutorial is a work in progress, and may have errors and is certainly not very complete.  Please refer to the following resources for more information.&lt;br /&gt;
&lt;br /&gt;
[http://208.49.149.118/TheDarkMod/Tutorials/ExportingModels/exportModelsD3.pdf Exporting models into Doom 3 (PDF)]&lt;br /&gt;
&lt;br /&gt;
[http://208.49.149.118/TheDarkMod/Tutorials/ExportingModels/ExportingModels.rar Various pages on exporting characters to Doom 3 from all the major modelling applications].&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>210.49.13.16</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Getting_Characters_and_their_Anims_into_Doom&amp;diff=2062</id>
		<title>Getting Characters and their Anims into Doom</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Getting_Characters_and_their_Anims_into_Doom&amp;diff=2062"/>
		<updated>2006-10-31T17:52:28Z</updated>

		<summary type="html">&lt;p&gt;210.49.13.16: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|oDDity|1485}}&lt;br /&gt;
&lt;br /&gt;
(Severely edited by Domarius)&lt;br /&gt;
&lt;br /&gt;
== Getting an animated character into Doom 3 ==&lt;br /&gt;
This tutorial only covers getting the character into Doom 3, importing the animations, and cycling through them in Doom 3. It does not cover the script writing necessary to create behaviour for the characters.&lt;br /&gt;
&lt;br /&gt;
First, make sure Doom 3 is updated to version 1.3 by downloading and installing the patch from [http://www.doom3.com/update.asp here].&lt;br /&gt;
&lt;br /&gt;
Then you need to extract [http://208.49.149.118/TheDarkMod/Tutorials/ExportingModels/MayaImportx86(Maya7).rar MayaImportx86.dll] and put it in your Doom 3 folder.&lt;br /&gt;
&lt;br /&gt;
Save you character in Maya as a .mb file. It has been boned and weighted obviously, and the rig has to have a bone called origin at the 0,0,0 world origin, and the skeleton has this as the parent bone.&lt;br /&gt;
&lt;br /&gt;
== Write the definition file ==&lt;br /&gt;
This is just a simple text file that you will save as Doom3\base\def\mycharacter.def (or Doom3\darkmod\def\mycharacter.def if you want it to show up in the DarkMod)&lt;br /&gt;
&lt;br /&gt;
The first section of the definition file deals with this exporting. sourcedir is the source directory where you saved your .mb files, and destdir is where you want the exported files to go.&lt;br /&gt;
&lt;br /&gt;
 export hammer {&lt;br /&gt;
 options   -sourcedir models/mymodels/hammer&lt;br /&gt;
           -destdir models/md5/mycharacter/hammer&lt;br /&gt;
&lt;br /&gt;
 mesh hammer.mb&lt;br /&gt;
 anim idle.mb -dest stand&lt;br /&gt;
 anim stepback.mb -dest sight1&lt;br /&gt;
 anim walkF.mb -dest walk1&lt;br /&gt;
 anim attack1.mb -dest swing1&lt;br /&gt;
 anim attack2.mb -dest swing2&lt;br /&gt;
 anim attack1.mb  -dest swing3&lt;br /&gt;
 anim attack2.mb  -dest swing4&lt;br /&gt;
 anim attack1.mb -dest swing5&lt;br /&gt;
 anim stepback.mb  -dest head_pain1&lt;br /&gt;
 anim stepback.mb  -dest head_pain2&lt;br /&gt;
 anim stepback.mb  -dest head_pain3&lt;br /&gt;
 anim stepback.mb -dest chest_pain1&lt;br /&gt;
 anim stepback.mb  -dest chest_pain2&lt;br /&gt;
 anim stepback.mb  -dest leftarm_pain1&lt;br /&gt;
 anim stepback.mb  -dest leftarm_pain2&lt;br /&gt;
 anim stepback.mb  -dest rightarm_pain1&lt;br /&gt;
 anim stepback.mb  -dest rightarm_pain2&lt;br /&gt;
 anim attack1.mb   -dest spit_attack1&lt;br /&gt;
 anim RunF.mb -dest fastwalk&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;mesh&amp;quot; line is your base mesh in the stance pose, and all the diffent animations you did are in the following lines. the &#039;-dest&#039; after them is used to export it as a different file name, so on the bottom line the .mb file &#039;runf&#039; animation is saved as &#039;fastwalk.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all you need in the definintion file to get it in the game. I&#039;d call this definiton file &#039;hammer.def&#039;&lt;br /&gt;
&lt;br /&gt;
Run Doom or DoomEdit, go to the console (CTRL+ALT+~ in Doom) and type&lt;br /&gt;
&lt;br /&gt;
 exportModels hammer&lt;br /&gt;
&lt;br /&gt;
and this should convert all the maya files to md5 files.&lt;br /&gt;
&lt;br /&gt;
If you get an error like &amp;quot;Exporter Error: Maya Not Installed In Registry&amp;quot;, you need to do the following;  Find the &#039;my computer&#039; icon on your desktop or in your start menu, right click on it and choose &#039;properties&#039; which takes you to the system tab, then click the advanced tab, and click the environment variables button.  In the bottom pane, scroll through the list till you see an item called &amp;quot;Path&amp;quot;, click on it, and click &amp;quot;Edit&amp;quot;.  Make sure there is a ; on the end of whatever is there, and then add the path that you installed Maya, with \bin on the end, eg. &lt;br /&gt;
&lt;br /&gt;
 D:\Programs\Maya7\bin&lt;br /&gt;
&lt;br /&gt;
If the export process completes without any errors, then load any map in Doom 3 by typing&lt;br /&gt;
&lt;br /&gt;
 map mapname&amp;quot; in the console.&lt;br /&gt;
&lt;br /&gt;
(For a list of available maps, look in your Doom3\base\maps or Doom3\darkmod\maps folder)&lt;br /&gt;
&lt;br /&gt;
Then in the console, type&lt;br /&gt;
&lt;br /&gt;
 testModel hammer&lt;br /&gt;
&lt;br /&gt;
replace hammer with whatever your def file is called, but don&#039;t put .def on the end of it.&lt;br /&gt;
Your model will appear a few feet in front of you, so don&#039;t face a wall.&lt;br /&gt;
Then just type&lt;br /&gt;
&lt;br /&gt;
 nextanim&lt;br /&gt;
&lt;br /&gt;
repeatedly to cycle through the animations in sequence.&lt;br /&gt;
&lt;br /&gt;
== More information ==&lt;br /&gt;
This tutorial is a work in progress, and may have errors and is certainly not very complete.  Please refer to the following resources for more information.&lt;br /&gt;
[http://208.49.149.118/TheDarkMod/Tutorials/ExportingModels/exportModelsD3.pdf Exporting models into Doom 3 (PDF)]&lt;br /&gt;
[http://208.49.149.118/TheDarkMod/Tutorials/ExportingModels/ExportingModels.rar Various pages on exporting characters to Doom 3 from all the major modelling applications].&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>210.49.13.16</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Getting_Characters_and_their_Anims_into_Doom&amp;diff=2061</id>
		<title>Getting Characters and their Anims into Doom</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Getting_Characters_and_their_Anims_into_Doom&amp;diff=2061"/>
		<updated>2006-10-31T17:28:09Z</updated>

		<summary type="html">&lt;p&gt;210.49.13.16: /* So you want to know how to get md5meshs and anims into Doom? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|oDDity|1485}}&lt;br /&gt;
&lt;br /&gt;
I was writing this for TYROT, o I thoiugh I may as well post it up here as well while I&#039;m at it. I&#039;ll add the rest when I can be bothered.&lt;br /&gt;
&lt;br /&gt;
== So you want to know how to get md5meshs and anims into Doom? ==&lt;br /&gt;
This tutorial only covers getting the character into doom, importing the animations, and cycling throiugh them in doom. It does not cover the script writing necessary to create behaviour for the characters.&lt;br /&gt;
&lt;br /&gt;
First, make sure Doom 3 is updated to version 1.3 by downloading and installing the patch from [http://www.doom3.com/update.asp here].&lt;br /&gt;
&lt;br /&gt;
Then you need to extract [http://208.49.149.118/TheDarkMod/Tutorials/ExportingModels/MayaImportx86(Maya7).rar MayaImportx86.dll] and put it in your Doom 3 folder.&lt;br /&gt;
&lt;br /&gt;
Save you character in Maya as a .mb file. It has been boned and weighted obviously, and the rig has to have a bone called origin at the 0,0,0 world origin, and the skeleton has this as the parent bone.&lt;br /&gt;
&lt;br /&gt;
== Then you have to write the definition file ==&lt;br /&gt;
First you need the defintion file to use doomEdit to change the .mb files to an md5mesh and an md5anim for each different animation you make.&lt;br /&gt;
&lt;br /&gt;
The first section of the definition file deals with this exporting, here is a sample one:&lt;br /&gt;
&lt;br /&gt;
 export hammer {&lt;br /&gt;
 options   -sourcedir models/mymodels/hammer&lt;br /&gt;
           -destdir models/md5/mycharacter/hammer&lt;br /&gt;
&lt;br /&gt;
This first part is the source directory where you saved your .mb files, and the destination dir you want doomedit to write the md5 files to.&lt;br /&gt;
&lt;br /&gt;
 mesh hammer.mb&lt;br /&gt;
 anim idle.mb -dest stand&lt;br /&gt;
 anim stepback.mb -dest sight1&lt;br /&gt;
 anim walkF.mb -dest walk1&lt;br /&gt;
 anim attack1.mb -dest swing1&lt;br /&gt;
 anim attack2.mb -dest swing2&lt;br /&gt;
 anim attack1.mb  -dest swing3&lt;br /&gt;
 anim attack2.mb  -dest swing4&lt;br /&gt;
 anim attack1.mb -dest swing5&lt;br /&gt;
 anim stepback.mb  -dest head_pain1&lt;br /&gt;
 anim stepback.mb  -dest head_pain2&lt;br /&gt;
 anim stepback.mb  -dest head_pain3&lt;br /&gt;
 anim stepback.mb -dest chest_pain1&lt;br /&gt;
 anim stepback.mb  -dest chest_pain2&lt;br /&gt;
 anim stepback.mb  -dest leftarm_pain1&lt;br /&gt;
 anim stepback.mb  -dest leftarm_pain2&lt;br /&gt;
 anim stepback.mb  -dest rightarm_pain1&lt;br /&gt;
 anim stepback.mb  -dest rightarm_pain2&lt;br /&gt;
 anim attack1.mb   -dest spit_attack1&lt;br /&gt;
 anim RunF.mb -dest fastwalk&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This second part is what you want the md5 files to be called. The first line is your base mesh in the stance pose, and all the diffent animations you did are in the following lines. the &#039;-dest&#039; after them is used to change the name, so on the bottom line the .mb file &#039;runf&#039; animation is saved as &#039;fastwalk.md5anim&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all you need in the definintion file to get it in the game. I&#039;d call this definiton file &#039;hammer.def&#039;&lt;br /&gt;
&lt;br /&gt;
Then, in DoomEdit, go to the console and type&lt;br /&gt;
&lt;br /&gt;
 exportmodels hammer&lt;br /&gt;
&lt;br /&gt;
and this should convert all the maya files to md5 files.&lt;br /&gt;
&lt;br /&gt;
First of all though you need the correct environment variable set, pointing to the maya directory. Remember you had the same problem with getting Deep Exploration to read maya files?&lt;br /&gt;
&lt;br /&gt;
Right click on &#039;my computer&#039; icon on your desktop, or in start menu, right click &#039;poperties&#039; whuch take you to the system tab, then go to advanced tab, environment variables, and open it up.&lt;br /&gt;
&lt;br /&gt;
Add a varible called MAYA_LOCATION with the variable pointing to where you have maya installed (this depends on which maya version you have) for maya 6 you don&#039;t inlude &#039;bin&#039; at the end and for maya 5.x you do, I have one of each just incase, maya should have written it;&#039;s own variable where you installed it, but sometimes that one doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
Then you need to get the MayaImportx86.dll which is included in the SDK download and place it in the doom base directory and in you maya bin directory.&lt;br /&gt;
&lt;br /&gt;
Until you follow those steps the exportmodels command will not work.&lt;br /&gt;
&lt;br /&gt;
That&#039;s all we artists need to know really, the rest should be left to the AI programmers, but you can look in the model&#039;s definition files and check out what&#039;s in there.&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>210.49.13.16</name></author>
	</entry>
</feed>