md3 is more quality than md2, and yet can be used exactly as an md2, but with smooth interpolation, better limits, better shading, etc.
and yup, while you make it with bones and weights, if you wish, in yor 3d tool, the actual format is vertex animation.
Beware those UV creases,(will be your smoothing creases also, sadly) where you put them, as unless the engine force later a fix on the model (is a format limit, not an engine duty, tho) to weld the model, the control over normals could be lost.
1. i m not able to position it.
I've seen in other engines, is like position other entity, they treated it like that, am told..
2. i m not able to rotate it.
if rotated as entity...
3. i m not able to scale it.
At least in art tools, once applied the weights, would be a problem. Scaling at export time, once is an md3, is also a problem , often. Indeed, last time I checked, md3 exporter of blender, had accuracy prob with the vertices (reminds me one of strongest probs of md2: trembling of vertices...as it did used only small numbers (integers?) for positioning them had no accuracy, problem out in md3) solution I found was trying changing in the python script to several scale values till it exported something quite similar, yet not 100%.
yep, you see now why we really needed solid bones and weights solid animation system....All these problems are not there with the better formats like b3d and md5.
4 and i cannot control the animation..it just keep on playing the full animation again and again..
quick solution: tel you artist to give an anim per action: ie, attack, another is walk, etc. And you play them when needed. If you mean you can't either control thenÂș of times is played, or cant stop them, that's another thing, but surely you can.