Yes, Noesis, Maverick, Blender and a ton of other tools can convert between OBJ and MD3 for you. ![]() I have experimented with 3D bone animation in Maverick but I still have a long road ahead I think. I am trying to learn blender and through that also learn 3D animation. I have several mods (gzfreepunk, the gzfreepunk's steampunk'ish robot monsters, after dawn, 3d vehicles, 40k model packs and booked the cp) that are WIP and are going to be WIP for years to come still I think :-) I have in some cases used a single OBJ file to do like a gun flash frame for a model, such that all the movement and stuff is in an MD3 file and then the one frame with the actual firing of the gun has a duplicate as an OBJ file where there is also a gun flash added. ![]() After Dawn is based on many of the resources from Genetech and in After Dawn I don't use the weapon idle animations to avoid this effect. The only way to animate with OBJs is to make a new OBJ model for each frame the model needs, so the MD3 format would be better for animation as the OBJ format doesnt support animation.Īvoid the MD2 format since it warps the model during animation, if you check out Genetech by Enjay and then pay close attention to the idle animations of the weapons then you will see the weapon 3d models during animations are almost behaving as if they were being boiled or something. Is it possible to convert OBJ models into MD3 and then animate from there? (I have converted some to OBJ files, but didn't know you can't animate that, thanks for that heads up btw). If converting those into md3 is possible, these should be as well. Also AFAIK bumpmapped sprites aren't a thing. Once again, many thanks and as soon as I have a model finished or textured at last or something, I'll keep you guys posted, cheers!Ĭonverting the models from OBJ to MD3 can be done with Noesis. Gonna check your mod CBM, maybe we could collab on something lol, who knows? I have thought however that in any case maybe they could be used as HD sprites, tho I also kinda dunno how to do that but at least I could "prepare" the "materials" until then.Īnd btw, I have a notion that it is possible but haven't seen it working yet, it is possible to have bumpmapped sprites at all? I think I've seen one guy do that with the shotgun sprite but never got to see it in motion. 1 Since the original MS-DOS version, it has been released officially for a number of operating systems, video game consoles, handheld game consoles, and other devices. Doom is one of the most widely ported video games. I have some background as a 2D animator but I have no idea how to animate in 3D, or if it would look any good in motion if I animated these fuckos. List of Doom ports The present article is a list of known platforms to which Doom has been confirmed to be ported. Lowering the polys was something I knew that would have to be done if these were actually to work in game, just like when people use Doom 2016 models in GZDoom. but there's a way in Sculptris to lower the polycount by a lot but it loses some of the sharpness of course. Thank you so much for the positive feedback and some input on how one would export these to GZDoom!īefore even animating I would have to finish one of these models. So far I haven't encountered an issue with high-poly stuff with large texturing, although that might be slow in GZDoom if you use a lot of high-poly models.I posted all those pics, and never came back to see what people had to say up until now, "chaos reigns" xD obj, but I haven't tested it myself, so I stick with. It's important to note that each frame you have in your animation corresponds to the FrameIndex number in MODELDEF, as I demonstrated above.ĪFAIK, you can use. You would also need different objects for each animation I think. There's a lot of good videos on YouTube that could teach you this better. You can use keyframes to add some interpolation to speed up the process if it's something simple. The last number represents the frame number in Blender, while the letters represent which frame to use in Doom.įor making animations in Blender itself, you'll basically want to make frames for the model using Blender's animating tool. ![]() If you have a shooting animation for example that's only 5 frames, you could do something like: Doom editing tutorial 3d models WebGZDoom: DOOM 2 3D Model Tutorial Richard Salley 74 subscribers Subscribe 233 8.2K views 2 years ago This is a tutorial on. You can make an animation in Blender, and every frame you use can be defined in MODELDEF with FrameIndex. This will be covered in the next part, but for now, you can do the following:
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