player animations

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dimwalker
Posts: 2
Joined: Fri Nov 26, 2010 10:56 am

player animations

Post by dimwalker »

Custom player model exported from max 2010 x64.

It appears in QL and seems to work fine, except for animations.
Most legs anims pick some random/shifted values from animation.cfg.
Both max and NPherno MD3 Compiler shows that legs_idle starts at frame 245, but in game model plays something completely different.
Managed to get it working almost right by trial and error, bruteforcing start frame in animation.cfg 8) It works with start frame 300.
Does anyone have an idea why?

It would be pain in the butt to configure all legs animations that way.
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