[quake3] Re: md4 skeletal model format

Tim Stowell stowellt at gmail.com
Fri Jan 27 13:02:18 EST 2006

Ok, now that is making a lot more sense. So rather than the frame
controlling vertex positions as in md3, in md4, the frame stores the
position of the bone which then deforms during gameplay?

On 1/27/06, Thilo Schulz <arny at ats.s.bawue.de> wrote:
> On Friday 27 January 2006 18:32, Tim Stowell wrote:
> > That makes sense. I guess I'm a bit confused, as I thought the model
> format
> > itself was the same as that used by the EliteForce models, and that to
> use
> > the skeletal model system at all required a change to cgame.
> I am quite sure that the most significant changes are limited to the
> loading
> of the models themselves. Other areas, like doing the animations don't
> need
> many changes.
> Like the original md3 format the md4 format uses frames. In MD4 it's the
> position of each bone that is saved.
> The current frame number is stored in the backend.currentEntity->e
> structure
> of the renderer. It is up to the cgame to select which frame is to be
> played
> at the moment.
> --
> Thilo Schulz
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://icculus.org/pipermail/quake3/attachments/20060127/641a4d19/attachment.htm>

More information about the quake3 mailing list