MD2 animating, how?

Miscellaneous Forums/General Discussion/MD2 animating, how?

Ok, I'll start out by saying I know how to load md2 models into Blitz3d and how to animate them that way and yadadada.

But, my question is, how can I create my own .md2 models? I can export them with MS3D which is what I use, but as I understand it you don't put bones or joints in correct? How do you get the correct animations that you want if you don't use the keyframes or bones or joints? Am I going have to find a different program for this or am I just missing something real simple?

Thanks,
Chad

never used MS3D i use lightwave, but must be a similar process

i do the normal thing, add bones weightmaps, keyframes
then when i export to md2 it strips out all the bones and just uses the keyframes

I use 3d studio max and the qtip plugin to export. . . it seems to be the easiest way to do it that i've found yet.

within max you can use whatever bones or other anim tools you like and then qtip will export a none-boned animated md2 model. This is possible because MD2s store the exact vertex positions for every key frame.

If you need to have the bones available at runtime (eg. for ragdoll physics) then md2 won't suit your needs. but for general animation md2 is very versatile.

http://www.misfitcode.com/misfitmodel3d/features.html

Thanks for your replies. Kinda getting the hang of it now.