Best Headache-Free .MD3 Implementation?

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.
Post Reply
User avatar
TheDoomGuy
Posts: 260
Joined: Thu Dec 14, 2006 4:08 am

Best Headache-Free .MD3 Implementation?

Post by TheDoomGuy »

Perhaps it isn't possible... but after an embarrasingly long time, I've finally delved into the world of 3D modeling in Blender with much success. However, I'm having a particularly difficult time getting these bastards to show in-game. I used Gelle Szebastzian's Modeldef Generator to import them as .OBJ's in-game and they show perfectly that way, but obviously in that format animations are a no-go. The existing .MD3 Exporter for Blender generates a corrupt .MD3 file, and I even tried Noesis and the texture comes out incorrectly and the animations won't play.

Does anyone know of a fairly streamlined method of creating a model in Blender, animating it, and putting them in GZDoom without wanting to bash ones' head into their keyboard that doesn't involve downgrading to a version of Blender I've never used so that I can use Nash's exporter? Thanks in advance!
User avatar
HAL9000
Posts: 266
Joined: Fri Mar 16, 2018 7:44 am
Contact:

Re: Best Headache-Free .MD3 Implementation?

Post by HAL9000 »

Because I have it available freely from my work I use Cinema 4D, and this is my framework:

1.) Model and animate in C4d
2.) Export Animation to OBJ sequence (frames)
3.) Convert OBJ sequence (frames) to MD3 Sequence (frames)
4.) Merge MD3 Sequence (frames) into single MD3 Animation.

I never had any issues with this, and it works perfectly
Tools i use:

-Cinema 4D and custom OBJ export script
-Noesis for OBJ-MD# batch conversion
-Quake3 Model tool 1.6.2 for Merging MD3 sequence into single MD3 Animation file

Here is the OBJ export script if anyone here is also using Cinema4D:
(Works with R18/R19/R20, not tested with R21)
Spoiler:
Be sure to change Get Animation Length fromTime / toTime to desired values.

===========================================

Maybe the Blender also have some kind of OBJ sequence exporter?
You could try to use Noesis and Quake Model tool if you can export OBJ animation sequence(frames)

I will release a new version of "Zrift Chasm in Doom" soon, you can look at the MD3 & MD2 files there.
User avatar
Cherno
Posts: 1337
Joined: Tue Dec 06, 2016 11:25 am

Re: Best Headache-Free .MD3 Implementation?

Post by Cherno »

Have you tried exporting to FBX n Blender, then importing that FBX in Noesis?
User avatar
TheDoomGuy
Posts: 260
Joined: Thu Dec 14, 2006 4:08 am

Re: Best Headache-Free .MD3 Implementation?

Post by TheDoomGuy »

HAL9000 wrote:Because I have it available freely from my work I use Cinema 4D, and this is my framework:

1.) Model and animate in C4d
2.) Export Animation to OBJ sequence (frames)
3.) Convert OBJ sequence (frames) to MD3 Sequence (frames)
4.) Merge MD3 Sequence (frames) into single MD3 Animation.

I never had any issues with this, and it works perfectly
Tools i use:

-Cinema 4D and custom OBJ export script
-Noesis for OBJ-MD# batch conversion
-Quake3 Model tool 1.6.2 for Merging MD3 sequence into single MD3 Animation file

Maybe the Blender also have some kind of OBJ sequence exporter?
You could try to use Noesis and Quake Model tool if you can export OBJ animation sequence(frames)

I will release a new version of "Zrift Chasm in Doom" soon, you can look at the MD3 & MD2 files there.
Hmm... I'll try that but using Blender.
Cherno wrote:Have you tried exporting to FBX n Blender, then importing that FBX in Noesis?
I did, I then exported it as .MD3 but the coordinates were all off and it wasn't visible in-game. *Sigh* This really doesn't want to cooperate with me. I'm about ready to pay someone to bring the .MD3 exporter to the newest Blender at this point...
User avatar
Cherno
Posts: 1337
Joined: Tue Dec 06, 2016 11:25 am

Re: Best Headache-Free .MD3 Implementation?

Post by Cherno »

If the coordinates were off, the model was not placed at 0,0,0. Note that the model's origin itself is not taken into account, only the scene origin (0,0,0).
If it was rotated wrong, you can pass commands to Noesis to rotate the exported model, such as "-rotate 90 90 180" of the model is oriented to look to z+.
If it wasn't visible in-game, check how the MD3 looks in Noesis. Maybe the model was squashed because it exceeded the 256(?) units limit per axis.
User avatar
TheDoomGuy
Posts: 260
Joined: Thu Dec 14, 2006 4:08 am

Re: Best Headache-Free .MD3 Implementation?

Post by TheDoomGuy »

Cherno wrote:If the coordinates were off, the model was not placed at 0,0,0. Note that the model's origin itself is not taken into account, only the scene origin (0,0,0).
If it was rotated wrong, you can pass commands to Noesis to rotate the exported model, such as "-rotate 90 90 180" of the model is oriented to look to z+.
If it wasn't visible in-game, check how the MD3 looks in Noesis. Maybe the model was squashed because it exceeded the 256(?) units limit per axis.
Wow, looks like exporting to FBX, converting to MD3 in Noesis with the rotate command was the magic formula I was looking for. Thank you!!
Xabis
Posts: 63
Joined: Wed Mar 06, 2013 7:15 pm

Re: Best Headache-Free .MD3 Implementation?

Post by Xabis »

you can also try giving this a whirl: https://github.com/Xabis/blender-md3

The release zips are dated, id recommend downloading the source instead.
Post Reply

Return to “Assets (and other stuff)”