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    MD3 Import Panel

    This panel pops up when you are loading or importing (via the MeshEdit plugin) an MD3 file into layout.

    UV coordinates are maintained

    This plugin now is capable of creating morf frames for each frame in the .MD3 file. Frame 'groups' are created based on individual Animations, but since the files typically don't have the frame names embedded in them, you'll need to provide an animation.cfg file to guide it. The resulting .lwo file will be about 3x the size of the .MD3 that created it


    NOTE: When the file requester window intially pops up, it will be filtering for .lwo files by default. You'll need to change that to 'all' before you'll be able to see .MD3 files.
    • Choose Base Frame - since modeler is a static environment, you need to choose one of the inpur frames (a 'pose' so to speak) for modeler to get the vertex positions from.
    • Anchor Tag - This list will have a list of the tags available in the model. Whichever is chosen will determine the model's final orientation once it is loaded.
    • .cfg for Morphs - When creating morph frames, the plugin needs some sort of guide as to where one set of frames begines, and another ends. This is where you tell it where to find that information. Click the button, and find the animation.cfg that defines how the frames in the MD3 are setup. Once loaded, all frames will have a corresponding EndoMorph with a name like: [Animation Group].Frame_NNN The '.' allows the frames to show up as groups in Layout. This is important if you want to try and re-animate them.
    • Frame Filter - All of the frames in the animation.cfg file are never valid for a given MD3. Use these buttons to tell the importer which frames to use. In reality, you are going to use [Upper] for upper.md3, [Lower[ for lower.md3 and [None] for head.md3 - I was just too lazy to ask the plugin to do it automatically.
     
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