tools/io_mesh_qfmdl_blubs
blubs aefe4d56d5 Add "Flags" export field for custom effect flags 2023-10-13 00:45:34 -07:00
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README.md Add io_mesh_qfmdl_blubs 2022-02-08 21:42:02 -05:00
__init__.py Add "Flags" export field for custom effect flags 2023-10-13 00:45:34 -07:00
export_mdl.py Add "Flags" export field for custom effect flags 2023-10-13 00:45:34 -07:00
hexen2pal.py Add io_mesh_qfmdl_blubs 2022-02-08 21:42:02 -05:00
import_mdl.py Add io_mesh_qfmdl_blubs 2022-02-08 21:42:02 -05:00
mdl.py Add io_mesh_qfmdl_blubs 2022-02-08 21:42:02 -05:00
qfplist.py Add io_mesh_qfmdl_blubs 2022-02-08 21:42:02 -05:00
quakenorm.py Add io_mesh_qfmdl_blubs 2022-02-08 21:42:02 -05:00
quakepal.py Add io_mesh_qfmdl_blubs 2022-02-08 21:42:02 -05:00

README.md

For more information about the vanilla plugin features, check out the original io_mesh_qfmdl Blender MDL plugin.

Demo

Usage

This plugin modification adds 2 extra 3D Vector settings to Object Properties. These vectors define a rectangular bounding box that forms around the mesh. Upon export, any vertices that are set to leave these bounds will instead cling to the edge, mitigating vertex swimming as a result of a large difference in position per vertex per frame.

These bounding vector points are relative to the 3D Grid in the Blender view, and are in no way correlated to Quake client-view positioning. This makes the Grid a beneficial tool for determining the points used to form your bounding box.

Example of vertices reaching the end of their bounding box


Export Example

It is important to note this feature may only be valuable in very niche viewmodel cases, as projects that allow Field of View customization are likely to have the effect of the animation continuing off-camera broken by the end user.