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.
We read optional
animation.cfg file alongside the MD3 model that defines animations inside the MD3 file.
CGE assumes that all animations from
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_md3_animation_into_logical_pieces. See also the resulting demo.
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
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
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.
To improve this documentation just edit the source of this page in AsciiDoctor (simple wiki-like syntax) and create a pull request to Castle Game Engine WWW (cge-www) repository.
Copyright Michalis Kamburelis and Castle Game Engine Contributors.
This webpage is also open-source and we welcome pull requests to improve it.