Using the deafult mdx is a nice idea to save our time to make original animations. The default mdx holds more than 4500 frames. Cau you tolerate to make it all by yourself?
If you intend to use the deafault mdx as your mdm's bones and frames, you must create a biped figure which has the same bone strucure as the default has. The default biped is almost normal except having 5 fingers with 3 links, 1 toe with 1 link.
Bip01 Pelvis Bip01 Spine Bip01 Spine1 Bip01 Spine2 Bip01 Spine3 Bip01 Neck Bip01 Head Bip01 L Clavicle Bip01 L UpperArm Bip01 L Forearm Bip01 L Hand Bip01 L Finger0 Bip01 L Finger01 Bip01 L Finger02 Bip01 L Finger1 Bip01 L Finger11 Bip01 L Finger12 Bip01 L Finger2 Bip01 L Finger21 Bip01 L Finger22 Bip01 L Finger3 Bip01 L Finger31 Bip01 L Finger32 Bip01 L Finger4 Bip01 L Finger41 Bip01 L Finger42 Bip01 R Clavicle Bip01 R UpperArm Bip01 R Forearm Bip01 R Hand Bip01 R Finger0 Bip01 R Finger01 Bip01 R Finger02 Bip01 R Finger1 Bip01 R Finger11 Bip01 R Finger12 Bip01 R Finger2 Bip01 R Finger21 Bip01 R Finger22 Bip01 R Finger3 Bip01 R Finger31 Bip01 R Finger32 Bip01 R Finger4 Bip01 R Finger41 Bip01 R Finger42 Bip01 L Thigh Bip01 L Calf Bip01 L Foot Bip01 L Toe0 Bip01 R Thigh Bip01 R Calf Bip01 R Foot Bip01 R Toe0 Total 53 bones
Note that if there is a bone which does not link to any vertex when exporting skl, the sklout plugin will ignore that bone. So to get the same bone structure from the default biped figure, you must assign 1 or more vertices at least to each bone.
[root] | |-[models] | |-[players] | |-[temperate] | |-[yourmodel] | |-[characters] | |-[temperate] | |-[allied or axis] | |-[animations] |-[human] |-[base]
animgroup { animfile "animations/human/base/body_yourmodel.mdx" { #include "animations/human/base/body.aninc" } animfile "animations/human/base/mortar.mdx" { #include "animations/human/base/mortar.aninc" } animfile "animations/human/base/akimbo.mdx" { #include "animations/human/base/akimbo.aninc" } animfile "animations/human/base/prone_pistol.mdx" { #include "animations/human/base/prone_pistol.aninc" } animfile "animations/human/base/prone_rifle.mdx" { #include "animations/human/base/prone_rifle.aninc" } animfile "animations/human/base/prone_dual_pistols.mdx" { #include "animations/human/base/prone_dual_pistols.aninc" } animfile "animations/human/base/prone_mortar.mdx" { #include "animations/human/base/prone_mortar.aninc" } animfile "animations/human/base/binocs.mdx" { #include "animations/human/base/binocs.aninc" } animfile "animations/human/base/no_juice.mdx" { #include "animations/human/base/no_juice.aninc" } animfile "animations/human/base/swim.mdx" { #include "animations/human/base/swim.aninc" } }The red descriptions depend on what name you saved the mdx as. Save this text as human_base_yourmodel.anim and put it in /animations/.
characterDef { skin "class" mesh "models/players/temperate/yourmodel/body.mdm" animationgroup "animations/human_base_yourmodel.anim" animationscript "animations/scripts/human_base.script" undressedCorpseModel "models/players/temperate/yourmodel/body.mdm" undressedCorpseSkin "naked.skin" hudhead "models/players/hud/head.md3" hudheadanims "animations/human/heads/base.anim" hudheadskin "models/players/hud/team_class.skin" }Where class is soldier, medic, engineer, fieldops or cvops if you will replace the exisiting class model.
objectname, path of an image file for this object wrappingIf you have u_body, u_lfthand, u_rthand, l_legs objects in your model and they are using the image files body.tga and legs.tga, the skin file should be the followings:
u_body, "models/players/temperate/yourmodel/body.tga" u_lfthand, "models/players/temperate/yourmodel/body.tga" u_rthand, "models/players/temperate/yourmodel/body.tga" l_legs, "models/players/temperate/yourmodel/legs.tga"You can attach some accesseries such as helmet or backpack with adding lines into the skin file. The followings are quoted from Splash Damage http://www.splashdamage.com/files/docs/playermodels.html.
md3_beltr Attaches to tag tag_bright. md3_beltl Attaches to tag tag_bleft. md3_belt Attaches to tag tag_ubelt. md3_back Attaches to tag tag_back. md3_weapon Attaches to tag tag_weapon. md3_weapon2 Attaches to tag tag_weapon2. md3_hat Attaches to tag_mouth, gets removed when a headshot is given. md3_hat2 Attaches to tag tag_mouth. md3_hat3 Attaches to tag tag_mouth.The skin filename should be modelname_class.skin. e.g. model name is body.mdm and it is for medic, the skin filename should be body_medic.skin. Unlike player models, such as heads or accesseries requires the skin files but its name should be modelname.skin.