I've bought a human character model that needs some tweaking and a lot of animations.
The model has skeletal animation, but it isn't segmented. I need it to be segmented at the waist like the Q3A models.
Its source formats are Blender, Max, Maya, MilkShape3D, and FBX. Nearly 1750 triangles, already textured.
Some of its stock animations may be reused, if appropriate. I can also provide the animations I've created using Quake's standard player model as reference for this new model's animations.
If interested, mail me. My gmail address is my nickname.
Payment can be done through either PayPal or Bitcoin. Give me a price, and we'll negotiate.
OUTPUT PLAYER MODEL SPECS:
MD3 format, without tags.
Compatible with QuakeSpasm-Spiked.
2 segments (lower body, upper body), split at the waist, Q3A style.
Same width as the Q1 player model.
Animated at 10 fps by default.
If needed, make specific animations at 15, 16 or 20 fps.
Animations:
(+ = compatible with lower body walking)
(* = in midair)
- On land
|-> Waiting (getting ready) (may also be used for spawning from teleport)
|-> Standing
|-> Walking
|-> Running
|-> + Scared (panicking)
|-> + Pain (2 different animations, one from the left and one from the right)
|-> Death (one falling from the front, and another from the back)
|-> Timeout (giving up)
|-> Victory
|-- Ground attacks
| |-> + Punch
| |-> Kick
|-> + Grab enemy
|-> Spin around & throw enemy
|-> Grab item
|-> + Hold item
|-> Throw item
- On air
|-> Jumping
|-> * Idle looping animation while falling from normal jump
example
|-> Rolling jump
example at 1:38
|-> * Downwards flying kick
example
|-> * Upwards flying horizontal spin kick
example
|-> * Pain
|-> * Death
|-> Landing (player bends his knees for a moment)
|-> Landing pain (player bends his knees and puts his hands on the ground, and then gets up)
|-> Landing fall (player falls fully flat on the ground, and then gets up)
|-> Landing slide (player stands upright to regain equilibrium, and then bends his body to slide down the slope)
|-> * ledge grabbing & holding (from normal jump)
|-> ledge climbing
- In water
|-> * Dive (from apex of normal jump)
|-> Float (vertical body position)
|-> Transition between floating and swimming
|-> Swim (horizontal body position)
|-> Swimming attack (headbutt)
|-> Swimming pain
|-> Swimming death/drowning