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Using 3dsmax Biped setups with Doom3

Started by oneofthe8devilz, October 02, 2014, 07:12:55 AM

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oneofthe8devilz

Some notes about this topic that I wrote down while figuring out a way to use 3dsmax biped setups for manual animating aswell as for the use of motion capture data that I recently found on my HDD that survived the Doom3World meltdown...

As usual use at your own risk...

QuoteBiped Setup instruction
=================

1. Link all important doom³ mesh bones to the apropriate biped objects
   (Like "Lhand" to "Bip01 L hand") in order to control the mesh's
   animations over the Biped.

2. Link the Biped root joint "Bip01" to the Doom³ Origin joint bone "origin"
   (this is important since only one scene root is allowed !)

3. Add all Biped objects as bones to the doom³ mesh
   (so they get into the .md5mesh file as joints)

4. Make sure always to move only the "origin" bone in case you want to
   change the mesh's position....
   (don't use the "Bip01" for position changes, only rotation is allowed
   otherwise the boundingboxes will increase in size)

5. To place the mesh and its animations to the exact same position in the
   doom³ map as it was in the 3dsmax scene, open the .md5mesh file and read
   the "origin" joint's (or the according root joint's) first bracket (x y z).
   Apply those coordinates to the mesh-entity position value "origin" in the
   Doom³-editor. To start the animation of the mesh just trigger the mesh-entity
   with a "trigger-once" trigger (mesh-animations can be targeted from almost
   any entity).

Examples using this method:

Biped Setup manually/custom animated:

(click the image to playback the youtube video)


Biped Setup using motion capture data and manually/custom animated:

(click the image to playback the youtube video)
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