Springheel's Rigging Workflow
This article is WIP.
This is a reference for me (so I don't have to relearn important steps), as well as anyone who wants to see the workflow I follow when adding new characters to the game.
Create the model
I use Lightwave 8.0 to work on character meshes. I'm not a proficient enough modeler to make high poly characters from scratch, so I usually put together bits and pieces scavenged from Doom3 and models created for TDM by Oddity.
Important things to remember: The md5mesh format is less forgiving than regular .lwo models, so a few extra things need to be done. A character model can (and usually does) have multiple layers. A single layer can reference only one material and one UVmap. A single poly or vert cannot be mapped onto two different UVmaps, or the texture will be distorted. Meshes that meet at sharp angles may need to be on separate layers to avoid strange black shadows in game.
Create the skeleton
If using an existing skeleton (like the default humanoid skeleton used for most characters), skip this section.
TDM human characters share the same skeleton so they can also share animations. Same with heads. New creatures, like ravens or steambeasts, need their own skeleton.
I use Maya 7.0 to create skeletons.
First, I have to save the .lwo model into a format Maya can read. DO NOT use the built-in Lightwave exporter. It doesn't export the UVmap, which will mess things up later. Instead, I use Deep Exploration to save the model with UVmap intact. I usually compress the model into a single layer at this point.
Exporting to Md5Mesh
Error "expecting to find weight but found }" generally means that the mesh references a non-existent joint. This can easily happen when copying character partss that are weighted for a different skeleton.