The original Quake monsters do not have skeletons.
Hence it is not possible to just make the new models use the old animations.
The original Quake models use vertex animation (shape keys in Blender), which is seriously outdated.
I'm pretty sure you can import the original animations into 3ds Max (try Noesis) but you won't magically transform them to skeletal animations, they will be loads of individual frames which isn't something you can use when you do skeletal animation using a proper rig, weight painting etc.
Ruohis, can you post shots of the models without subsurf modifier/smoothing or whatever it is that makes them look rounded? I assume they don't use 100,000 polygons each?
Also, I hope you're going to use IQM for these (Inter-Quake model format). Or at least DPM or whatever the Darkplaces format is called. ^^
I applaud your effort, nice work. Who made the skins?
Hence it is not possible to just make the new models use the old animations.
The original Quake models use vertex animation (shape keys in Blender), which is seriously outdated.

I'm pretty sure you can import the original animations into 3ds Max (try Noesis) but you won't magically transform them to skeletal animations, they will be loads of individual frames which isn't something you can use when you do skeletal animation using a proper rig, weight painting etc.
Ruohis, can you post shots of the models without subsurf modifier/smoothing or whatever it is that makes them look rounded? I assume they don't use 100,000 polygons each?
Also, I hope you're going to use IQM for these (Inter-Quake model format). Or at least DPM or whatever the Darkplaces format is called. ^^
I applaud your effort, nice work. Who made the skins?
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