Animation Information: Difference between revisions
New page: == Animation Facts and Information == '''md5anim (Doom 3 animation files) general facts''' # Meshes (md5mesh) can share animations As long as the meshes are rigged in a similar fashion, a... |
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== Animation Facts and Information == | == Animation Facts and Information == | ||
by ascottk | |||
===md5anim (Doom 3 animation files) general facts=== | |||
* Meshes (md5mesh) can share animations | |||
As long as the meshes are rigged in a similar fashion, and they have the same exact number of joints and the same exact joint names, developers can use different md5anims for their meshes. The Dark Mod currently does not do this because we like size variances. | As long as the meshes are rigged in a similar fashion, and they have the same exact number of joints and the same exact joint names, developers can use different md5anims for their meshes. The Dark Mod currently does not do this because we like size variances. | ||
Suppose we take a single animation from a small character and use it for a larger character (as long as the previous conditions apply), then anytime the larger character uses that animation, the larger character will shrink to the smaller character's size. That would be a little strange if the character attacks you and suddenly shrinks . . . If we want that animation for the larger character then we would need to reexport that animation with the correct scaling option. See [[Scaling_And_Rotating_AI_Meshes]] and [[Advanced_character_rigging]] for exporting with a Maya | * Animations influence the size of the visible mesh | ||
Suppose we take a single animation from a small character and use it for a larger character (as long as the previous conditions apply), then anytime the larger character uses that animation, the larger character will shrink to the smaller character's size. That would be a little strange if the character attacks you and suddenly shrinks . . . If we want that animation for the larger character then we would need to reexport that animation with the correct scaling option. See [[Scaling_And_Rotating_AI_Meshes]] and [[Advanced_character_rigging]] for exporting with a Maya to Doom3 work load. | |||
===Maya to Doom3 workload information=== | |||
* Same animations, different characters | |||
The meshes can be different sizes but share the same animation as long as we export with certain options in the def file. | |||
[[Category:Animation]] | [[Category:Animation]] | ||
[[Category:Models]] | [[Category:Models]] | ||
[[Category:AI]] | [[Category:AI]] |
Revision as of 03:01, 2 September 2007
Animation Facts and Information
by ascottk
md5anim (Doom 3 animation files) general facts
- Meshes (md5mesh) can share animations
As long as the meshes are rigged in a similar fashion, and they have the same exact number of joints and the same exact joint names, developers can use different md5anims for their meshes. The Dark Mod currently does not do this because we like size variances.
- Animations influence the size of the visible mesh
Suppose we take a single animation from a small character and use it for a larger character (as long as the previous conditions apply), then anytime the larger character uses that animation, the larger character will shrink to the smaller character's size. That would be a little strange if the character attacks you and suddenly shrinks . . . If we want that animation for the larger character then we would need to reexport that animation with the correct scaling option. See Scaling_And_Rotating_AI_Meshes and Advanced_character_rigging for exporting with a Maya to Doom3 work load.
Maya to Doom3 workload information
- Same animations, different characters
The meshes can be different sizes but share the same animation as long as we export with certain options in the def file.