[quake3-bugzilla] [Bug 3055] FR: Skeletal model format
bugzilla-daemon at icculus.org
bugzilla-daemon at icculus.org
Mon Mar 23 13:43:35 EDT 2009
http://bugzilla.icculus.org/show_bug.cgi?id=3055
Monk <monk at rq3.com> changed:
What |Removed |Added
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CC| |monk at rq3.com
--- Comment #2 from Monk <monk at rq3.com> 2009-03-23 13:43:33 EDT ---
This might be more along the lines of what you were wanting:
http://svn.hermitworksentertainment.com/maya2q3/
or
http://gongo.quakedev.com/ (similar to existing MDR/MD4 support in ioq3)
However, for the most support in the artist's program of choice, it's probably
a better idea to integrate the MD5 support in XreaL (
http://www.xreal-project.net/ ) instead as MD5 has exporters for 3DS Max,
Blender, Maya, GMax, SoftImage XSI, and probably others. As you've pointed
out, animators/modelers aren't huge fans of MD3 and the MD4 formats have very
limited options when it comes to supporting tools. i.e. Milkshape for the
version in ioq3, Maya for the x42 format from Hermitworks, and some
mostly-working 3DS Max exporters for Gongo's MD4 version.
You could probably get the same broad support using HL2's MDL format and would
be able to reuse a bunch of content from HL2/Source based engines/games/mods,
but the MD5 stuff is already working in a Q3-ish engine so it would be the
easier path to take to get ioq3 to support a more modern format with broad
support in various animation/modeling programs.
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