Posing Quake 3 models

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Evarcha
Posts: 2
Joined: Sat Apr 02, 2005 1:52 pm

Posing Quake 3 models

Post by Evarcha »

Hi there, I am stuck and need some help off some kind person with a bit more know how than I have. I want to render my quake 3 model in a 3d program, you know, make it look sexy etc but i have absolutely no idea how to go about it, I have been on the net now for hours searchin for information but have simply had to give up!
I have the trial version of Milkshape and wondered if there was a way of importing the animations. I have basically reskinned and changed the head on Visor so now he has the head of Bones.

I hope this email makes sense, my head hurts.

Thanks to any replies I get in advance. :dork:
syn0pz
Posts: 93
Joined: Wed Mar 02, 2005 6:24 am

Post by syn0pz »

I'm not trying to be an ass or anything, but you know you can do that in-game?

/model "visor"
/headmodel "bones"

But about the 3d program...I have no clue.
Evarcha
Posts: 2
Joined: Sat Apr 02, 2005 1:52 pm

Post by Evarcha »

Yeah, i know u can do it in game :D

The reason I need to pose and render my hybrid so badly is I want to make it out of paper. I have already made the head but I want to make the whole body too, I have started work on a rocket launcher model too, needs a bit of work doing to the front but other than that it's pretty cool! It's 20 cms long, so u get the idea how big the actually hybrid will be when it's built. I'll post photos of it when done. I plan to make a couple of my favourite models including ranger, visor and tank jr. I think they'd look cool stood on my shelves. :p
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

You don't even need to use a 3D app for this.

Go find JavaMD3View and load that up (you need the java runtime). That little viewer has a couple of nifty things up it's sleave, one of which allows you to load a model and it's animations which you can then play though, pause and screengrab.

If you want to import the model into a 3D app the mesh won't be too much of a problem, it'll be the anims that cause import issues. Im' not 100% sure what MilkShape does with imported anims.

GMax iirc will import the MD3 (with the right script) and the anims.. it's been a while since I've looked so you'll need to play around abit.

The downside to both MilkShape and gmax, you can't do 'proper' renders, only screengrabs, but those might be enough. It might be worth you popping over to my site - link below - as I just posted a tutorial related to this, although to do with getting models from gmax to max, I've linked to some resources that might be useful, esp for gmax.
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Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Post by Eraser »

Kat's head must be really, really, really big from all that knowledge in there!
JB
Posts: 1030
Joined: Fri Sep 22, 2006 11:31 am

Post by JB »

Yeah i reckon
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

On that topic, has anyone seen (or have a copy of) the MD3 import/export plugins for Blender? The server hosting them (bane.servebeer.com) is down. Curiously, it seems to run a bittorrent tracker on port 6881 that, alas, won't allow scraping.
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