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MD5 models and animations (Blender)

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Nice findings! Hope you'll come up with something.

Meanwhile, I managed to set up a simple contraption with moving pistons. I kind of need to work around the old exporter limitations, like I need to use skin modifier even for something as simple as that, but that's relatively easy, since I'm working mostly with vertices and weights, no deformation.

https://www.dropbox.com/s/onerk71mnzr90t0/rigging_pistons.mp4?dl=0

Edited by peter_spy
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A bit more progress. It turns out AF files have 'contents' and 'clipMask' settings which https://www.iddevnet.com/doom3/afs.html fails to document.

In both D3 and TDM, your typical human body ragdoll has something like this:

contents corpse
clipMask solid, corpse

However, while looking at D3's env_swinglight_round.af, I noticed:

contents corpse, playerclip
clipMask solid, body, corpse

Armed with this knowledge, I've managed to make a tree, a ragdoll and an idling human func_animate solid to the player. (Though the tree's solidity is dodgy; I suspect its AF just doesn't fit the visual model well, but af_showBodies and its relatives aren't working on my idAnimated entities, so I can't see.) I'm still having trouble with solidity when I try to make a func_animate play a walk anim instead of standing in place.

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Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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