Game Editing > Scripts & Support

[MD5] EXPORT script for Blender 2.6x (OPEN)

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kat:

--- Quote from: renderluz on February 17, 2012, 05:03:03 PM ---...I get a exploded model full of skinning errors...
--- End quote ---
Yes, I just checked, bone position data is not being exported correctly, it looks like it's resetting to locations to "0" - I couldn't even get the files to open in the MD5Viewer as it crashes when it gets this sort of corrupted input. So far as I can tell, all the mesh data is OK, it's just the bones/rig that are broken.

renderluz:
Hi Kat, I'm glad you where able to reproduce my findings, can you fix this? 
and if you can't, can somebody here make it compatible with 2.62?
the exporter worked like a dream on previous versions, please
can somebody update it? pretty please with a cherry on top.

redemption: Yeah but .ase is just for static models, I need to export skeletal models.
do take a look man there has been a lot of improvements as of late, and bmesh will be
merged for the next version, things are moving forward fast this days :)

ratty redemption [RIP]:
renderluz, kat and i aren't really coders, but there are a few guys that do visit or hang out here who might be able to update the exporter. and thanks for the recommendation, i only recently made the huge jump from 2.49b to the 2.6 builds and although i've found a few annoying bugs, over all i do prefer the latest blenders over the 2.4x builds.

sorry, i previously didn't make myself clear with my not very helpful comment about .ase, i'm behind times when it comes to exporting into game engines, although i used to make some abstract art animations and render them in blender years ago. i would eventually like to learn how to import and export rigged characters for games, as opposed to just working with static models, which is the reason for me still using .ase

thurok:
Hi everyone!

I also have problems with Blender 2.62 and the md5 exporter. I'm making a game in which I want to use this model: http://thefree3dmodels.com/stuff/characters/human_knight/14-1-0-1589.

I have added a simple skeletal animation and I wanted to export it to load it later in the C++ OpenGL game. I have no md5 loader yet, I have just used (and will adapt if I get my purposes) sample 2 from http://tfc.duke.free.fr/coding/md5-specs-en.html to load the exported md5 files. Here is my simple animation in Blender: http://obj.sytes.net/downloads/humanknightAnimated.blend

When I load the md5 into the md5 loader sample, the mesh seems to be not correctly loaded neither the animation. Don't know which is the problem.  I'm programmer but I'm just learning 3D, so I could try to update the exporter if I knew which is the problem and how works the exporter and Blender.

Thanks for all and sorry for my English!

kat:
The scripts don't work with 2.62 at present so your animations are going to be messing up due to changes inside Blender that's causing the bone rotations/positions differences on export. You'll need to go back to 2.61 for now until the scripts are fixed (I don't know when that might be).

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