Could you use obj models as animation frames for an interactive decoration? Ho

Ask about editing graphics, sounds, models, music, etc here!
Shaders (GLSL) and SNDINFO questions also go here!

Moderators: GZDoom Developers, Raze Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Fragger
Posts: 41
Joined: Sat Mar 19, 2022 11:59 am
Graphics Processor: Intel (Modern GZDoom)

Could you use obj models as animation frames for an interactive decoration? Ho

Post by Fragger »

Since you can use models to replace sprites, could you use them for an animation as if they were sprites? Is there a tutorial you know about this?
Thanks.
User avatar
ramon.dexter
Posts: 1558
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Could you use obj models as animation frames for an interactive decoration? Ho

Post by ramon.dexter »

Yeah, pretty easily. And you do it the same as you animate sprites. Just define the sprite's frames, and then assign model to the frames in modeldef.
Fragger
Posts: 41
Joined: Sat Mar 19, 2022 11:59 am
Graphics Processor: Intel (Modern GZDoom)

Re: Could you use obj models as animation frames for an interactive decoration? Ho

Post by Fragger »

Awesome! Thanks a lot. I like stuff that moves.
User avatar
ramon.dexter
Posts: 1558
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Could you use obj models as animation frames for an interactive decoration? Ho

Post by ramon.dexter »

But using obj models as animation frames is not a good idea, since obj models are pretty big...
User avatar
Xeotroid
Posts: 442
Joined: Sat Jun 23, 2012 7:44 am
Graphics Processor: nVidia with Vulkan support
Location: Czech Rep.

Re: Could you use obj models as animation frames for an interactive decoration? Ho

Post by Xeotroid »

My current workflow is exporting animation frames into OBJs, converting them to MD3 frames via Noesis, then using Q3 Model Tool to merge them together. The result is definitely more compact than individual OBJs, but the filesize can still grow a bit.
However, since IQM is now a thing, you can also use that – if you have a model where you only need bone animation (not deformers or shape keys). You then don't have to worry about OBJs inexplicably differing in vertex counts and Q3MT complaining about that. I have zero experience with that, however.
Fragger
Posts: 41
Joined: Sat Mar 19, 2022 11:59 am
Graphics Processor: Intel (Modern GZDoom)

Re: Could you use obj models as animation frames for an interactive decoration? Ho

Post by Fragger »

Great. I'm not going that far yet, but it's good to know.

Thanks
User avatar
ramon.dexter
Posts: 1558
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Could you use obj models as animation frames for an interactive decoration? Ho

Post by ramon.dexter »

Well, I stick to older version of blender (honestly, are there any serious changes in the newer versions?) that works with nash's md3 exporter, so I can directly export md3 models with animation.

Return to “Assets (and other stuff)”