Skip to content

Latest commit

 

History

History

animations

Folders and files

NameName
Last commit message
Last commit date

parent directory

..
 
 
 
 
 
 
 
 
 
 

File: BFPQ3_Tools_Readme.txt


BFP Tools / Bid For Power animation helpers


For more info or tutorials please check www.rodneyolmos.com or email [email protected]

This are provided "as is" I'm not responsible for anything that it may cause to your computer, not that it will, but have to say that just in case =).

The same bfpq3.bip will allow you to export to either quake3 or bidforpower, but you will need to use either animationq3.cfg for quake3 and animationbfp.cfg for bidforpower.

Files Included in this Zip:

  • BFPQ3_Tools_Readme.txt: the file you are reading now (last modified: 23/05/2002 2:06)
  • BFPQ3-tagimporter.max: max file that has tags needed for the quake3 engine and bidforpower (last modified: 16/05/2002 17:14)
  • BFPQ3.bip: contains animation segments for the characters (last modified: 17/05/2002 8:42)
  • animationBFP.cfg: contains the animation.cfg you need to use under bidforpower (last modified: 17/05/2002 8:29)
  • animationq3.cfg: contains the animation.cfg you need to use under quake3 (last modified: 13/10/2001 8:35)

Requirements

  • You will need 3dstudio max
  • Character Studio
  • Md3 exporter
  • You will need to know how to create pk3 files
  • Additional tools that you will need would be an md3 exporter for max to be able to export geometry out of max into the quake3 engine. You could find this at www.polycount.com under their resources section. The one I use is the Pop n Plugz md3 exporter, you can also find this at my website


Usage of bip and tags - bfpq3-tagimporter.max / bfpq3.bip

This assumes that you've got some understanding of 3dsmax and character Studio, and that you know how to export md3's out of 3dstudio max (if not please go to www.polycount.com for some resources and tutorials or hopefully soon I will have some tutorials made at my site) this also assumes that you already have physique assigned to your character,and that all that it needs, is the bip animation file and the tags.

  • Inside of 3dsmax open the character you been working on.
  • Set the Time frame to 20 frames a sec. (you can right click on the litle key where the play button is at)
  • Merge the BFPQ3-tagimporter.max file into your scene. (under pulldown menu file/merge)
  • Align the tag_* objects to their correct spots (use the move tool i wouldn't rotate them)
  • Link the tags to the bip model not! the geometry
    • link tag_head to your head
    • link tag_eyes to your head
    • link tag_left to your left wrist
    • link tag_right to your right wrist
    • link tag_weapon to your right wrist
    • link tag_torso to your pelvis
    • leave tag_floor alone for now the tags already contain animations which will make the torso animate positioned correctly.
  • select one of your bip models (arm,leg,head,et) and load the bipq3.bip file into your biped model. (this is located on your motion panel)
  • go to frame 475 and adjust your tag_weapon, so that quake3 knows what the alignment of it is. (reference for weapon:based on its local pivot, z is up, x is forward and y should aim to the left of the character)
  • Also at frame 475 move the tag_floor object to the bottom sole of your character's feet.
  • thats it! you are ready to export.

Notes

Make sure that you have "In place mode" turned on under your character studio bip settings.



Usage of the Animation.cfg files - animationq3.cfg / animationbfp.cfg

for quake3

  • Use the animation set of animationq3.cfg
  • put the animactionq3.cfg into your models/players/yourcharacter/ folder and rename it to animation.cfg
  • inside the animation.cfg you will be able to change some segments of animation to other ones.

example: change the jump animation from "1 leg up" to "2 rolls forward" by copy pasting, like this

354	3	0	20		// LEGS_JUMP  (1 leg up)         <----paste here on top of it
//alternative jumps forward
//354	3	0	20		// LEGS_JUMP  (1 leg up)        
//358	15	0	20		// LEGS_JUMP  (2 rolls forward)  <----copy this
  ^-----------------from here---------------to here-------------------^

Result:

358	15	0	20		// LEGS_JUMP  (2 rolls forward)
//alternative jumps forward
//354	3	0	20		// LEGS_JUMP  (1 leg up)        
//358	15	0	20		// LEGS_JUMP  (2 rolls forward)  

for Bid For Power

  • same as above but use animationbfp.cfg
  • for some of the attacks you might need to copy paste more segments of animations.

example:

575	4	0	20		// TORSO_ATTACK14_PREPARE	(controlled sphere attack) 	<-you need this
579	9	0	40		// TORSO_ATTACK14_STRIKE					<-and this 

Notes

If you want to add more attack animations to your character, you will need to add more animations to the end of the bip file, make sure that you don't rotate the pelvis because it will cause the characte to aim somewhere else or lean to the side. Make sure you save your bip file b4 closing max, and last add your new attacks to the animation.cfg list

You can use notepad or wordpad to see the *.cfg files