GZDoom - using animations present in a quake 2 md2 model:
I wish to learn how to use animations present in an md2 file... here is what I have tried so far
I have been trying to figure out how to use animations stored in MD2 models
so far, I have read a ton of info online but not gotten any wiser, the examples on the zdoom wiki does not seem to work
I really wanted to be able to use named animations
when I open an md2 model in "misfit" (an md2 model editor and converter), I can see most md2 models seem to use "frame animation" instead of "skeleton" animation... when I use the examples on the ZDoom wiki, then the engine complains that there are no skeleton animations
i've been told that in order to make gzdoom use md2 animations, I must use Frame animation.
Amd then know each frame name and what they does.
But that doesn't tell me all I need to know, so I hope someone in this forum might be able to help me out.
//I tried this...
Model sydney
{
Path "Models\monsters\sydney"
Skin 0 "sydney.png"
Model 0 "tris.md2"
Scale 1.5 1.5 1.5
INTERPOLATEDOUBLEDFRAMES // what does this mean???
//spawn - quake2 spawn sets a and b (S)
FrameIndex Q2SA A 0 1
FrameIndex Q2SA b 0 2
FrameIndex Q2SA c 0 3
FrameIndex Q2SA d 0 4
FrameIndex Q2SA e 0 5
FrameIndex Q2SA f 0 6
FrameIndex Q2SA g 0 7
FrameIndex Q2SA h 0 8
FrameIndex Q2SA i 0 9
FrameIndex Q2SA j 0 10
FrameIndex Q2SA k 0 11
FrameIndex Q2SA l 0 12
FrameIndex Q2SA m 0 13
FrameIndex Q2SA n 0 14
FrameIndex Q2SA o 0 15
FrameIndex Q2SA p 0 16
FrameIndex Q2SA q 0 17
FrameIndex Q2SA r 0 18
FrameIndex Q2SA s 0 19
FrameIndex Q2SA t 0 20
FrameIndex Q2SA u 0 21
FrameIndex Q2SA v 0 22
FrameIndex Q2SA w 0 23
FrameIndex Q2SA x 0 24
FrameIndex Q2SA y 0 25
FrameIndex Q2SA z 0 26
FrameIndex Q2SB a 0 27
FrameIndex Q2Sb b 0 28
FrameIndex Q2Sb c 0 29
FrameIndex Q2Sb d 0 30
FrameIndex Q2Sb e 0 31
FrameIndex Q2Sb f 0 32
FrameIndex Q2Sb g 0 33
FrameIndex Q2Sb h 0 34
FrameIndex Q2Sb i 0 35
FrameIndex Q2Sb j 0 36
FrameIndex Q2Sb k 0 37
FrameIndex Q2Sb l 0 38
FrameIndex Q2Sb m 0 39
FrameIndex Q2Sb n 0 40
//run - quake 2 run set a (R)
FrameIndex Q2rA A 0 41
FrameIndex Q2rA b 0 42
FrameIndex Q2rA c 0 43
FrameIndex Q2rA d 0 44
FrameIndex Q2rA e 0 45
FrameIndex Q2rA f 0 46
//attack - quake 2 attack set a (A)
FrameIndex Q2aA A 0 47
FrameIndex Q2aA b 0 48
FrameIndex Q2aA c 0 49
FrameIndex Q2aA d 0 50
FrameIndex Q2aA e 0 51
FrameIndex Q2aA f 0 52
FrameIndex Q2aA g 0 53
FrameIndex Q2aA h 0 54
//pain - quake 2 pain set a (P)
FrameIndex Q2pA A 0 55
FrameIndex Q2pA b 0 56
FrameIndex Q2pA c 0 57
FrameIndex Q2pA d 0 58
FrameIndex Q2pA e 0 59
FrameIndex Q2pA f 0 60
FrameIndex Q2pA g 0 61
FrameIndex QppA h 0 62 //unknown sprite? - only 61 sprites????
FrameIndex QppA i 0 63
FrameIndex Q2pA j 0 64
FrameIndex Q2pA k 0 65
FrameIndex Q2pA l 0 66
//jump - quake 2 jump set a (J)
FrameIndex Q2jA A 0 67
FrameIndex Q2jA b 0 68
FrameIndex Q2jA c 0 69
FrameIndex Q2jA d 0 70
FrameIndex Q2jA e 0 71
FrameIndex Q2jA f 0 72
//flip - quake 2 flip set a (F)
FrameIndex Q2fA A 0 73
FrameIndex Q2fA b 0 74
FrameIndex Q2fA c 0 75
FrameIndex Q2fA d 0 76
FrameIndex Q2fA e 0 77
FrameIndex Q2fA f 0 78
FrameIndex Q2fA g 0 79
FrameIndex QpfA h 0 80
FrameIndex QpfA i 0 81
FrameIndex Q2fA j 0 82
FrameIndex Q2fA k 0 83
FrameIndex Q2fA l 0 84
//salute - quake 2 salute (SL)
FrameIndex Q2sl A 0 85
FrameIndex Q2sl b 0 86
FrameIndex Q2sl c 0 87
FrameIndex Q2sl d 0 88
FrameIndex Q2sl e 0 89
FrameIndex Q2sl f 0 90
FrameIndex Q2sl g 0 91
FrameIndex Qpsl h 0 92
FrameIndex Qpsl i 0 93
FrameIndex Q2sl j 0 94
FrameIndex Q2sl k 0 95
//taunt - quake 2 taunt set a (T)
FrameIndex Q2tA A 0 96
FrameIndex Q2tA b 0 97
FrameIndex Q2tA c 0 98
FrameIndex Q2tA d 0 99
FrameIndex Q2tA e 0 100
FrameIndex Q2tA f 0 101
FrameIndex Q2tA g 0 102
FrameIndex Q2tA h 0 103
FrameIndex Q2tA i 0 104
FrameIndex Q2tA j 0 105
FrameIndex Q2tA k 0 106
FrameIndex Q2tA l 0 107
FrameIndex Q2tA m 0 108
FrameIndex Q2tA n 0 109
FrameIndex Q2tA o 0 110
FrameIndex Q2tA p 0 111
FrameIndex Q2tA q 0 112
//wave - quake 2 wave (wv)
FrameIndex Q2wv A 0 113
FrameIndex Q2wv b 0 114
FrameIndex Q2wv c 0 115
FrameIndex Q2wv d 0 116
FrameIndex Q2wv e 0 117
FrameIndex Q2wv f 0 118
FrameIndex Q2wv g 0 119
FrameIndex Q2wv h 0 120
FrameIndex Q2wv i 0 121
FrameIndex Q2wv j 0 122
FrameIndex Q2wv k 0 123
FrameIndex Q2wv l 0 124
FrameIndex Q2wv m 0 125
FrameIndex Q2wv n 0 126
FrameIndex Q2wv o 0 127
FrameIndex Q2wv p 0 128
FrameIndex Q2wv q 0 129
//point - quake 2 point (pt)
FrameIndex Q2pt A 0 130
FrameIndex Q2pt b 0 131
FrameIndex Q2pt c 0 132
FrameIndex Q2pt d 0 133
FrameIndex Q2pt e 0 134
FrameIndex Q2pt f 0 135
FrameIndex Q2pt g 0 136
FrameIndex Q2pt h 0 137
FrameIndex Q2pt i 0 138
FrameIndex Q2pt j 0 139
FrameIndex Q2pt k 0 140
FrameIndex Q2pt l 0 141
//idle (crstand) - quake 2 idle set a (i)
FrameIndex Q2iA A 0 142
FrameIndex Q2iA b 0 143
FrameIndex Q2iA c 0 144
FrameIndex Q2iA d 0 145
FrameIndex Q2iA e 0 146
FrameIndex Q2iA f 0 147
FrameIndex Q2iA g 0 148
FrameIndex Q2iA h 0 149
FrameIndex Q2iA i 0 150
FrameIndex Q2iA j 0 151
FrameIndex Q2iA k 0 152
FrameIndex Q2iA l 0 153
FrameIndex Q2iA m 0 154
FrameIndex Q2iA n 0 155
FrameIndex Q2iA o 0 156
FrameIndex Q2iA p 0 157
FrameIndex Q2iA q 0 158
FrameIndex Q2iA r 0 159
FrameIndex Q2iA s 0 160
//walk (crwalk) - quake 2 walk set a (w)
FrameIndex Q2wA A 0 161
FrameIndex Q2wA b 0 162
FrameIndex Q2wA c 0 163
FrameIndex Q2wA d 0 164
FrameIndex Q2wA e 0 165
FrameIndex Q2wA f 0 166
//crattack - quake 2 cr attack (CA)
FrameIndex Q2cA A 0 167
FrameIndex Q2cA b 0 168
FrameIndex Q2cA c 0 169
FrameIndex Q2cA d 0 170
FrameIndex Q2cA e 0 171
FrameIndex Q2cA f 0 172
FrameIndex Q2cA g 0 173
FrameIndex Q2cA h 0 174
FrameIndex Q2cA i 0 175
//crpain - quake 2 cr pain (CP)
FrameIndex Q2cp A 0 176
FrameIndex Q2cp b 0 177
FrameIndex Q2cp c 0 178
FrameIndex Q2cp d 0 179
//xdeath (crdeath) - quake 2 xdeath set a (x)
FrameIndex Q2xA A 0 180
FrameIndex Q2xA b 0 181
FrameIndex Q2xA c 0 182
FrameIndex Q2xA d 0 183
FrameIndex Q2xA e 0 184
//death - quake 2 death set a (d)
FrameIndex Q2dA A 0 185
FrameIndex Q2dA b 0 186
FrameIndex Q2dA c 0 187
FrameIndex Q2dA d 0 188
FrameIndex Q2dA e 0 189
FrameIndex Q2dA f 0 190
FrameIndex Q2dA g 0 200
FrameIndex Q2dA h 0 201
FrameIndex Q2dA i 0 202
FrameIndex Q2dA j 0 203
FrameIndex Q2dA k 0 204
FrameIndex Q2dA l 0 205
FrameIndex Q2dA m 0 206
FrameIndex Q2dA n 0 207
FrameIndex Q2dA o 0 208
FrameIndex Q2dA p 0 209
FrameIndex Q2dA q 0 210
FrameIndex Q2dA r 0 211
FrameIndex Q2dA s 0 212
FrameIndex Q2dA t 0 213
}
//and then this..
//the following 4 attempts assume for the sake of easiness, that the model only has an idle animation with 3 frames and then a walk
//animation with 3 frames
//new attempt 1
model sydney
{
//path, model, skin etc goes here...
//idle - lets just say she has 3 idle frames to make it easy
SDNI A 0 1 // idle animation frame 1 ?
SDNI B 0 2 // 2
SDNI C 0 3 // 3
//walk - and then lets just say she after that has 3 walk frames to make it easy
SDNW A 0 4 // walk anim frame 1?
SDNW B 0 5 // 2
SDNW C 0 6 // 3
// 6 frames in total - 3 from idle and 3 from walk ?
}
//new attempt 2
//I have yet to try this.... will it work?
model sydney
{
//path, model, skin etc goes here...
//idle - lets just say she has 3 idle frames to make it easy
SDNI A 0 1 // idle animation frame 1 ?
SDNI B 0 2 // 2
SDNI C 0 3 // 3
//walk - and then lets just say she after that has 3 walk frames to make it easy
SDNW A 1 4 // walk anim frame 1?
SDNW B 1 5 // 2
SDNW C 1 6 // 3
// 6 frames in total - 3 from idle and 3 from walk ?
}
//new attempt 3
//or perhaps this is the way to go???? :
model sydney
{
//path, model, skin etc goes here...
//idle - lets just say she has 3 idle frames to make it easy
SDNI A 0 1 // idle animation frame 1 ?
SDNI B 0 2 // 2
SDNI C 0 3 // 3
//walk - and then lets just say she after that has 3 walk frames to make it easy
SDNW A 1 1 // walk anim frame 1?
SDNW B 1 2 // 2
SDNW C 1 3 // 3
// 6 frames in total - 3 from idle and 3 from walk ?
}
//new attempt 4
//or this???? :
model sydney
{
//path, model, skin etc goes here...
//idle - lets just say she has 3 idle frames to make it easy
SDNI A 0 1 // idle animation frame 1 ?
SDNI B 0 2 // 2
SDNI C 0 3 // 3
//walk - and then lets just say she after that has 3 walk frames to make it easy
SDNW A 0 1 // walk anim frame 1?
SDNW B 0 2 // 2
SDNW C 0 3 // 3
// 6 frames in total - 3 from idle and 3 from walk ?
}
GZDoom - using animations present in a quake 2 md2 model:
I wish to learn how to use animations present in an md2 file... here is what I have tried so far
I have been trying to figure out how to use animations stored in MD2 models
so far, I have read a ton of info online but not gotten any wiser, the examples on the zdoom wiki does not seem to work
I really wanted to be able to use named animations
when I open an md2 model in "misfit" (an md2 model editor and converter), I can see most md2 models seem to use "frame animation" instead of "skeleton" animation... when I use the examples on the ZDoom wiki, then the engine complains that there are no skeleton animations
i've been told that in order to make gzdoom use md2 animations, I must use Frame animation.
Amd then know each frame name and what they does.
But that doesn't tell me all I need to know, so I hope someone in this forum might be able to help me out.
//I tried this... Model sydney { Path "Models\monsters\sydney" Skin 0 "sydney.png" Model 0 "tris.md2" Scale 1.5 1.5 1.5 INTERPOLATEDOUBLEDFRAMES // what does this mean??? //spawn - quake2 spawn sets a and b (S) FrameIndex Q2SA A 0 1 FrameIndex Q2SA b 0 2 FrameIndex Q2SA c 0 3 FrameIndex Q2SA d 0 4 FrameIndex Q2SA e 0 5 FrameIndex Q2SA f 0 6 FrameIndex Q2SA g 0 7 FrameIndex Q2SA h 0 8 FrameIndex Q2SA i 0 9 FrameIndex Q2SA j 0 10 FrameIndex Q2SA k 0 11 FrameIndex Q2SA l 0 12 FrameIndex Q2SA m 0 13 FrameIndex Q2SA n 0 14 FrameIndex Q2SA o 0 15 FrameIndex Q2SA p 0 16 FrameIndex Q2SA q 0 17 FrameIndex Q2SA r 0 18 FrameIndex Q2SA s 0 19 FrameIndex Q2SA t 0 20 FrameIndex Q2SA u 0 21 FrameIndex Q2SA v 0 22 FrameIndex Q2SA w 0 23 FrameIndex Q2SA x 0 24 FrameIndex Q2SA y 0 25 FrameIndex Q2SA z 0 26 FrameIndex Q2SB a 0 27 FrameIndex Q2Sb b 0 28 FrameIndex Q2Sb c 0 29 FrameIndex Q2Sb d 0 30 FrameIndex Q2Sb e 0 31 FrameIndex Q2Sb f 0 32 FrameIndex Q2Sb g 0 33 FrameIndex Q2Sb h 0 34 FrameIndex Q2Sb i 0 35 FrameIndex Q2Sb j 0 36 FrameIndex Q2Sb k 0 37 FrameIndex Q2Sb l 0 38 FrameIndex Q2Sb m 0 39 FrameIndex Q2Sb n 0 40 //run - quake 2 run set a (R) FrameIndex Q2rA A 0 41 FrameIndex Q2rA b 0 42 FrameIndex Q2rA c 0 43 FrameIndex Q2rA d 0 44 FrameIndex Q2rA e 0 45 FrameIndex Q2rA f 0 46 //attack - quake 2 attack set a (A) FrameIndex Q2aA A 0 47 FrameIndex Q2aA b 0 48 FrameIndex Q2aA c 0 49 FrameIndex Q2aA d 0 50 FrameIndex Q2aA e 0 51 FrameIndex Q2aA f 0 52 FrameIndex Q2aA g 0 53 FrameIndex Q2aA h 0 54 //pain - quake 2 pain set a (P) FrameIndex Q2pA A 0 55 FrameIndex Q2pA b 0 56 FrameIndex Q2pA c 0 57 FrameIndex Q2pA d 0 58 FrameIndex Q2pA e 0 59 FrameIndex Q2pA f 0 60 FrameIndex Q2pA g 0 61 FrameIndex QppA h 0 62 //unknown sprite? - only 61 sprites???? FrameIndex QppA i 0 63 FrameIndex Q2pA j 0 64 FrameIndex Q2pA k 0 65 FrameIndex Q2pA l 0 66 //jump - quake 2 jump set a (J) FrameIndex Q2jA A 0 67 FrameIndex Q2jA b 0 68 FrameIndex Q2jA c 0 69 FrameIndex Q2jA d 0 70 FrameIndex Q2jA e 0 71 FrameIndex Q2jA f 0 72 //flip - quake 2 flip set a (F) FrameIndex Q2fA A 0 73 FrameIndex Q2fA b 0 74 FrameIndex Q2fA c 0 75 FrameIndex Q2fA d 0 76 FrameIndex Q2fA e 0 77 FrameIndex Q2fA f 0 78 FrameIndex Q2fA g 0 79 FrameIndex QpfA h 0 80 FrameIndex QpfA i 0 81 FrameIndex Q2fA j 0 82 FrameIndex Q2fA k 0 83 FrameIndex Q2fA l 0 84 //salute - quake 2 salute (SL) FrameIndex Q2sl A 0 85 FrameIndex Q2sl b 0 86 FrameIndex Q2sl c 0 87 FrameIndex Q2sl d 0 88 FrameIndex Q2sl e 0 89 FrameIndex Q2sl f 0 90 FrameIndex Q2sl g 0 91 FrameIndex Qpsl h 0 92 FrameIndex Qpsl i 0 93 FrameIndex Q2sl j 0 94 FrameIndex Q2sl k 0 95 //taunt - quake 2 taunt set a (T) FrameIndex Q2tA A 0 96 FrameIndex Q2tA b 0 97 FrameIndex Q2tA c 0 98 FrameIndex Q2tA d 0 99 FrameIndex Q2tA e 0 100 FrameIndex Q2tA f 0 101 FrameIndex Q2tA g 0 102 FrameIndex Q2tA h 0 103 FrameIndex Q2tA i 0 104 FrameIndex Q2tA j 0 105 FrameIndex Q2tA k 0 106 FrameIndex Q2tA l 0 107 FrameIndex Q2tA m 0 108 FrameIndex Q2tA n 0 109 FrameIndex Q2tA o 0 110 FrameIndex Q2tA p 0 111 FrameIndex Q2tA q 0 112 //wave - quake 2 wave (wv) FrameIndex Q2wv A 0 113 FrameIndex Q2wv b 0 114 FrameIndex Q2wv c 0 115 FrameIndex Q2wv d 0 116 FrameIndex Q2wv e 0 117 FrameIndex Q2wv f 0 118 FrameIndex Q2wv g 0 119 FrameIndex Q2wv h 0 120 FrameIndex Q2wv i 0 121 FrameIndex Q2wv j 0 122 FrameIndex Q2wv k 0 123 FrameIndex Q2wv l 0 124 FrameIndex Q2wv m 0 125 FrameIndex Q2wv n 0 126 FrameIndex Q2wv o 0 127 FrameIndex Q2wv p 0 128 FrameIndex Q2wv q 0 129 //point - quake 2 point (pt) FrameIndex Q2pt A 0 130 FrameIndex Q2pt b 0 131 FrameIndex Q2pt c 0 132 FrameIndex Q2pt d 0 133 FrameIndex Q2pt e 0 134 FrameIndex Q2pt f 0 135 FrameIndex Q2pt g 0 136 FrameIndex Q2pt h 0 137 FrameIndex Q2pt i 0 138 FrameIndex Q2pt j 0 139 FrameIndex Q2pt k 0 140 FrameIndex Q2pt l 0 141 //idle (crstand) - quake 2 idle set a (i) FrameIndex Q2iA A 0 142 FrameIndex Q2iA b 0 143 FrameIndex Q2iA c 0 144 FrameIndex Q2iA d 0 145 FrameIndex Q2iA e 0 146 FrameIndex Q2iA f 0 147 FrameIndex Q2iA g 0 148 FrameIndex Q2iA h 0 149 FrameIndex Q2iA i 0 150 FrameIndex Q2iA j 0 151 FrameIndex Q2iA k 0 152 FrameIndex Q2iA l 0 153 FrameIndex Q2iA m 0 154 FrameIndex Q2iA n 0 155 FrameIndex Q2iA o 0 156 FrameIndex Q2iA p 0 157 FrameIndex Q2iA q 0 158 FrameIndex Q2iA r 0 159 FrameIndex Q2iA s 0 160 //walk (crwalk) - quake 2 walk set a (w) FrameIndex Q2wA A 0 161 FrameIndex Q2wA b 0 162 FrameIndex Q2wA c 0 163 FrameIndex Q2wA d 0 164 FrameIndex Q2wA e 0 165 FrameIndex Q2wA f 0 166 //crattack - quake 2 cr attack (CA) FrameIndex Q2cA A 0 167 FrameIndex Q2cA b 0 168 FrameIndex Q2cA c 0 169 FrameIndex Q2cA d 0 170 FrameIndex Q2cA e 0 171 FrameIndex Q2cA f 0 172 FrameIndex Q2cA g 0 173 FrameIndex Q2cA h 0 174 FrameIndex Q2cA i 0 175 //crpain - quake 2 cr pain (CP) FrameIndex Q2cp A 0 176 FrameIndex Q2cp b 0 177 FrameIndex Q2cp c 0 178 FrameIndex Q2cp d 0 179 //xdeath (crdeath) - quake 2 xdeath set a (x) FrameIndex Q2xA A 0 180 FrameIndex Q2xA b 0 181 FrameIndex Q2xA c 0 182 FrameIndex Q2xA d 0 183 FrameIndex Q2xA e 0 184 //death - quake 2 death set a (d) FrameIndex Q2dA A 0 185 FrameIndex Q2dA b 0 186 FrameIndex Q2dA c 0 187 FrameIndex Q2dA d 0 188 FrameIndex Q2dA e 0 189 FrameIndex Q2dA f 0 190 FrameIndex Q2dA g 0 200 FrameIndex Q2dA h 0 201 FrameIndex Q2dA i 0 202 FrameIndex Q2dA j 0 203 FrameIndex Q2dA k 0 204 FrameIndex Q2dA l 0 205 FrameIndex Q2dA m 0 206 FrameIndex Q2dA n 0 207 FrameIndex Q2dA o 0 208 FrameIndex Q2dA p 0 209 FrameIndex Q2dA q 0 210 FrameIndex Q2dA r 0 211 FrameIndex Q2dA s 0 212 FrameIndex Q2dA t 0 213 } //and then this.. //the following 4 attempts assume for the sake of easiness, that the model only has an idle animation with 3 frames and then a walk //animation with 3 frames //new attempt 1 model sydney { //path, model, skin etc goes here... //idle - lets just say she has 3 idle frames to make it easy SDNI A 0 1 // idle animation frame 1 ? SDNI B 0 2 // 2 SDNI C 0 3 // 3 //walk - and then lets just say she after that has 3 walk frames to make it easy SDNW A 0 4 // walk anim frame 1? SDNW B 0 5 // 2 SDNW C 0 6 // 3 // 6 frames in total - 3 from idle and 3 from walk ? } //new attempt 2 //I have yet to try this.... will it work? model sydney { //path, model, skin etc goes here... //idle - lets just say she has 3 idle frames to make it easy SDNI A 0 1 // idle animation frame 1 ? SDNI B 0 2 // 2 SDNI C 0 3 // 3 //walk - and then lets just say she after that has 3 walk frames to make it easy SDNW A 1 4 // walk anim frame 1? SDNW B 1 5 // 2 SDNW C 1 6 // 3 // 6 frames in total - 3 from idle and 3 from walk ? } //new attempt 3 //or perhaps this is the way to go???? : model sydney { //path, model, skin etc goes here... //idle - lets just say she has 3 idle frames to make it easy SDNI A 0 1 // idle animation frame 1 ? SDNI B 0 2 // 2 SDNI C 0 3 // 3 //walk - and then lets just say she after that has 3 walk frames to make it easy SDNW A 1 1 // walk anim frame 1? SDNW B 1 2 // 2 SDNW C 1 3 // 3 // 6 frames in total - 3 from idle and 3 from walk ? } //new attempt 4 //or this???? : model sydney { //path, model, skin etc goes here... //idle - lets just say she has 3 idle frames to make it easy SDNI A 0 1 // idle animation frame 1 ? SDNI B 0 2 // 2 SDNI C 0 3 // 3 //walk - and then lets just say she after that has 3 walk frames to make it easy SDNW A 0 1 // walk anim frame 1? SDNW B 0 2 // 2 SDNW C 0 3 // 3 // 6 frames in total - 3 from idle and 3 from walk ? }
the model.. sydney..has the following frames
Edited by CBM : code edit//spawn - 40 frames
//run - 6 frames
//attack - 8 frames
//pain - 12 frames
//jump - 6 frames
//flip - 12 frames
//salute - 11 frames
//taunt - 17 frames
//wave -11 frames
//point - 12 frames
//idle (crstand) - 19 frames
//walk (crwalk) - 6 frames
//crattack - 9 frames
//crpain - 4 frames
//xdeath (crdeath) - 5 frames
//death - 20 frames
16 animations in total
what am I doing wrong?
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