DOOM GTS - The Grand Transitional Stages of DOOM Taking Doom's classic engine to the limits. Nostalgia, and everything a "Doomer" could desire (eg. a vehicle, better bosses), easter eggs included.
This is a glance at the process to animate models for "DOOM GTS" with "Misfit Model 3D". No tweening etc, each frame is made "by hand". There is no soft selection, or any diffusion between the joints. The models are first split apart using vertex selections. The selections are rotated and tested then saved to a new bone joint. Bone Animations are made first, then converted to Frame Animations (not in video). Small tweaks are made to correct part placements in Frame Animation mode (using vertex selections), the model is then exported/saved in Quake 2 format (".md2" & ".md3") which classic Doom Ports now use.