ZEQ2-Lite is an open-sourced and mod expandable project based on a highly modified ioQuake3 engine foundation and features many true-to-reference DBZ visuals and mechanics.
Cut the bottom of the shirt.
ok you like my new goku?
Can't say anything, as you didn't make any of this. Maybe just the shading part, but that's all, and this degree of editing doesn't permit to give a review. However, counting that, it doesn't prevent you from improving it, and that's where your work will be important.
Ideally, you should improve the model a bit and remake the animations. These last were just a "beta" back then. Of course it implies hairs/clothes animations and facial expressions, that's what is researched.
To answer your question about animations import.
In misfits, both your model reference and the one you want to import your animations in must have the same skeleton, otherwise, they are not compatible.
Also, MD3s (quake3's and ZEQ2-Lite's current model format) doesn't support skeletal animations, that means:
1. You can't get skeletal animations from finished models, as they were removed/replaced for them to work in the system (nello's goku is available on the SVN, you could work on this base, which still has it's skeletal set).
2. You will have to convert the skeletal animations into frame (vertex snapshot) animations, because these firsts can't be processed by the actual build.
Good luck on that.
Ps: Long ago, the development of a newer format, which supported skeletal animations was started (firstly for quake 3), it was named MD4, but it was never finished. For short and to not go into the details, it was resumed on ZEQ2-Lite, under the name of ZMesh. It is still unfinished, but the source is available on the SVN. If someone will to finish this format, this would be a HUGE progress for ZEQ2-Lite, as it would save memory (both HDD and RAM), provide faster loading time and improve the animations making domain.
I need an animator to animate this Goku because I do not have time , you know someone ?
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