MD3 is a 3D model format used by id Tech 3 engine and games based on it, like Quake 3 and Tremulous.
See examples/animations/md3_animations_tags for a demo of MD3 support using Tremulous data.
We support almost everything useful from the MD3 file format:
Geometry, possibly textured.
Animations.
We read optional animation.cfg file alongside the MD3 model that defines animations inside the MD3 file.
animation.cfg
BOTH_xxx
upper.md3
lower.md3
TORSO_xxx
Without the animation.cfg file, the MD3 will only contain one long animation called animation that plays all available frames. You can still use manual approach to play any subrange of this animation, see examples/animations/split_long_animation.
animation
See also the demo of playing animations on Tremulous creatures. You can test playing MD3 animations using Castle Model Viewer.
Skins.
We read optional "skin file" alongside the MD3 model that maps MD3 "shader" names to textures.
By default we read the default skin, from file xxx_default.skin.
default
xxx_default.skin
You can choose a different skin by appending anchor #skin:xxx to the URL. E.g. loading URL head.md3 will load skin from head_default.skin, but loading URL head.md3#skin:light will load skin from head_light.skin.
#skin:xxx
head.md3
head_default.skin
head.md3#skin:light
head_light.skin
Tags.
Tags in MD3 are animated transformations that (by default) don’t show anything.
They can be used together with our ExposeTransforms mechanism to attach things to them, e.g. you can attach a weapon model to a specific place in the character. This allows the weapon to realistically follow the movement of the character’s hands.
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