![]() The head, you can hide the tag_head inside the modelĪnd do all the head animations in the torso (upper) meshes. MM3D supports ALL_ animation prefix for head/upper/lower animations and It's possible to add support for head animations by modifying the Still make a head model because it is displayed on the HUD. HEAD_ animation prefix for head-only animations. The animation name affects which sections of the player the animation is exported to. The optional Quake III: Team Arena animations at the end of the list require tag_flag Quake 3 player model animations must be in the same order as listed below. ![]() Tag in the upper model to be used in-game. It is recommended to set Loop for each animation as listed below in the Animation Panel. ![]() Whether the individual animations are marked as looping in the exported animation.cfg. Set animation frame count to 0 in MM3D to use last frame of BOTH_DEATH1. Random death 2, for example other side twirl death. Set animation frame count to 0 in MM3D to use last frame of BOTH_DEATH2.
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