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InsideQC Forums • View topic - Best way to code MD3 animations?

Best way to code MD3 animations?

Discuss programming in the QuakeC language.

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Best way to code MD3 animations?

Postby Mexicouger » Thu Jul 26, 2012 5:26 pm

I have been trying alot of different ways trying to code 2 different body parts playing animations together, but most of it has been sloppy or not worked. My biggest problem is that the 2 animations (torso and legs) don't like to play at the same time. It's an either or thing.

So what is the best way to do multiple body part animations?
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Re: Best way to code MD3 animations?

Postby Spike » Thu Jul 26, 2012 6:56 pm

csqc! The only way to get exact control.
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Re: Best way to code MD3 animations?

Postby Mexicouger » Thu Jul 26, 2012 7:19 pm

Sorry for being so noobish regarding CSQC, but could you show me an example of how I might go upon multiple animations? I don't even know where to start haha.
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Re: Best way to code MD3 animations?

Postby Spike » Thu Jul 26, 2012 8:33 pm



your milage may vary.

you'll probably need this too, to put it in context.
and in fact most of that mod. It probably won't compile tbh.
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Re: Best way to code MD3 animations?

Postby ceriux » Thu Jul 26, 2012 8:34 pm

seeing some csqc model use examples would be great.
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Re: Best way to code MD3 animations?

Postby Mexicouger » Thu Jul 26, 2012 9:21 pm

Yea I agree that it would. I appreciate your help guys! If you have any other recources that may help me, I'd much appreciate it. I need to get a grasp on CSQC.
I also found these while browsing the forums.

//Rockets CSQC
http://qexpo.tastyspleen.net/booth.php?id=165&page=317
//CSQC info
http://qexpo.tastyspleen.net/booth.php?id=165&page=308

They gave me a better perspective. Hope it helps others too!
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Re: Best way to code MD3 animations?

Postby qbism » Fri Jul 27, 2012 2:55 am

It has been done w/o CSQC in DP, and would probably work w/ FTEQW
http://www.quaketastic.com/upload/files ... -05-05.zip

I tried out this mod/tutorial years ago and it works fine in single player at least.

Required extensions from the readme-
* DP_ENT_EXTERIORMODELTOCLIENT
* DP_GFX_QUAKE3MODELTAGS
* DP_GFX_SKINFILES
* DP_QUAKE3_MODEL
* DP_EF_NODRAW
* DP_CON_SETA
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Re: Best way to code MD3 animations?

Postby Seven » Fri Jul 27, 2012 7:32 am

Hello Mexicouger

If it comes to different bodyparts without making use of CSQC, you cannot afford to miss Urre´s "supertorso".
This shows what is possible in SSQC.
His main focus was a little different (Urre wanted to get rid of the players viewmodel), but if you study Urre´s code,
you will see all you need to make it happen.
Search for Urre´s "supertorso" in this forum to find it.

So, now you have enough sources to lock inside your room for several days :)
Once you get out, please let us take part on your project.

Best regards,
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Re: Best way to code MD3 animations?

Postby toneddu2000 » Fri Jul 27, 2012 8:55 am

I'm every day more convinced that to make CSQC animations a REAL alternative to old style method it's needed a common effort of this community.
There's a guy (thanks for the hint Nahuel!) named ChristianIce (who, by the way, would like to register on inside3d forums so if any of the administrators could PM me I would be grateful! :) ), who started a first experiment with dpm model (but of course iqm would be usable too) and csqc animations, results are rather good but of course it needs improvement (most of all with gestat working, according to what he said).
You can find the thread here on .
No this week but the next I'll be on vacation for three weeks (yay!) so I give my availability in modeling, animating, little quakec (I've done a lot of tests on my own so I know a little what we're talking about) and most of all documentation knowledge to make a little project which clarifies one time for all the potentiality, the flaws, and how to accomplish this complicated task. Who wants to join let me know. I think that, in 2012, quake engines SHOULD have client side animations and they SHOULD be easy to implement
- my first commercial game, made with FTEQW game engine
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