A Challenger Appears!
A lot of work is being put into not only making DOOM 3: BFG Edition super pretty, but also making idTech4 a viable engine for modders and indie devs to build games with by modernising the workflow pipeline while still allowing use of some classic and familiar idTech tools (like TrenchBroom) to quickly block out maps.
This is the last set of binaries for the year 2022, as the RBDOOM crew is taking some time off for the holidays.
## .plan - Dec 22, 2022 This build adds several glTF2 importer options so you can use typical rigs like for UE4/Mixamo or Unity. Special thanks to Harrie van Ginneken for the new options. Here is an example model definition where "root" is a typical UE5 style skeleton without the twist bones and it is parentedto the target mesh. The filename is in this case models/characters/mcneil/mcneil.glb.model character_mcneil { options -scale 39.37 -addorigin -transfermotion "pelvis" mesh models/characters/mcneil/mcneil.root.glb channel legs ( origin *pelvis *foot_l *foot_r) anim walk models/characters/mcneil/mcneil.Walk.glb anim idle models/characters/mcneil/mcneil.Idle.glb }Changelog: - Added -reorient option to gltf model import - Added -addorigin option to gltf model import - Added -transfermotion option to gltf model import - Added -armature option to gltf model import for the case if your model is not directly parented to an armature - Fixed loading animations when the armatures option is not used - Fixes loading animations from different GLTF files - Fixes regenerating bMD5Anim from GLTF animation when source is newer than binary - Allowing binding of asset library instances in gltf scenes. - Don't crash when trying to load an animation from and GLB does not match last loaded model glb - Root motion transfer fixes. - Make missing joints on player model non-fatal in the game code - Make CheckModelHierachy non-fatal in the game code
