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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: animation tut?
void269
General Member
Since: Sep 16, 2004
Posts: 38
Last: Apr 1, 2006
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Level 2
Category: DOOM III Mapping
Posted: Wednesday, Mar. 23, 2005 07:27 pm
in my next map i am wanting the have a drop ship with a pilet, and i want him to be able to turn his head a solute and give thumbs up, etc. is there a tut that shows how to make a character move individual limbs, maybe even fingers? I know that this is a lot to want, but after seeing the first map in doom I know it can be done, plus I want to make the best map I can!
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minusmojo
General Member
Since: Feb 9, 2004
Posts: 311
Last: Jun 14, 2005
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Level 5
Category: DOOM III Mapping
Posted: Thursday, Mar. 24, 2005 01:09 am
I dont know where to find any but good luck.
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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
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Level 5
Category: DOOM III Mapping
Posted: Thursday, Mar. 24, 2005 09:39 am
The drop ship would have just been a static model moving to the guide of a script as for character animation I should imagine you can export a section of your map out and import the characters you need and animate them. Once you have this done export the animated models and have them triggered with a cinematic, Thats all I can think.

Marcus
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DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
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Level 4
Category: DOOM III Mapping
Posted: Sunday, Mar. 27, 2005 11:03 am
dont know if this will help, but the cutscenes in doom are done ingame with triggers, like the beginning ewhere betruger is talking to the guys from uac headquarters. looking through the def scripts for monsters, youll see there are commands there for controlling individual limbs and eyes, etc. which leads me to believe that all the cutscenes are scripted, you just trigger them.

how to do them yourself is something i cant help with. i havent seen any tut on this anywhere.
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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
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Level 5
Category: DOOM III Mapping
Posted: Sunday, Mar. 27, 2005 11:16 am
Yeah there is code for character movement. If I was personally doing it I would just animate the thing in a 3d programme and export it out asd an animated object and move it along a spline. There are tutorials out there for bringing in animated models into doom.

The only reason why I suggested exporting that part of your map out is so if you don't want to move it along a spline you can animate it in your level in Max or maya so it doesn't crash into any walls (use your map as a guide for it's placement and movement)

I've not imported any animated models into doom3 but Brian Trepaning has a video tutorial explaining it so check it out. I should imagine it's just a .DEF file and an md5mesh and md5anim file.

Marcus
Blacktreeuk
Dawn of the dead: a doom3 mod
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voldemort
General Member
Since: Jan 30, 2005
Posts: 6
Last: Apr 26, 2005
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Level 0
Category: DOOM III Mapping
Posted: Monday, Apr. 11, 2005 09:03 pm
im a newbie myself but im dumb enough to try to think outside the box

first off read this

http://www.doom3world.org/phpbb2/viewtopic.php?p=87681%2387681

the method 1 is the one im refering to

you could create such and object
movable_base_brick

give it no draw texture

and bind one limb to it
make another and bind another joint


etc....
then you could use standard methods of moving objects

func_mover
spline

etc..

or you could do it the proper way and learn in a 3d editor and export the animation

i havnt tried this method my self but theoretically it shoud work...

edited on Apr. 11, 2005 04:03 pm by voldemort
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