
hellknight walk7 animation |
Doom3 Animation Import |
Find and
Extract the animation: |
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Doom3 models can be found in "c:\program
files\doom 3\base\pak002.pk4"
Rename the file from "pak002.pk4" to "pak002.pk4.zip"
Now the file can be opened as a normal zip file - extract the mesh
and texture files
the hellknight mesh and animations are located in the zip file under
models/md5/monsters/hellknight/
copy the ".md5anim" files to the project objects folder |
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Import
Process: |
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Autokey must be on.
Set the time slider to the time to where the animation will
load. Several animations can be loaded at once by having
different start times.
Select the mesh or one of its bones
run "MD5_AnimLoad" -
utilities tab, plugins, generic, Generic Plugins, MD5_AnimLoad
here you may be given the option to change lightwave frame rate
to match the md5anim
wait..., the import process is fairly slow |
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Notes: |
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The skeleton used must match the skeleton used in the
animation file.
You can't use a fat zombie skeleton with a hellknight skeleton.
A NULL named "veryTempNull" will be created as part of the
import process. It should be deleted.
If a camera, light or mesh without bones is selected
during import, then the veryTempNull is created and the skeleton
built on top of it. If nothing is selected then a
buildNull is created and the skeleton built on that. In
both cases you end up with a large skeleton with very small
bones. |
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