Game Editing > Scripts & Support

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

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Blayne Bradley:
I GOT IT!!!! I needed to have a material and a texture thrown in. <("<)

I still don't know if this is everything assimp needs yet and can still break on me in a spectacular fashion but this is a good start.

Thanks for your help!

kat:
Send the blend to info@katsbits.com and I'll take a look for you.

Heh, you fixed it whilst I was reading/posting! And yes, you need a material and texture/UV map assigned otherwise it'll throw out another error.

Blayne Bradley:
A'ight, I've encountered a problem, it doesn't seem to actually export the animation file and there isn't an error message.

I've also managed to load the mesh using assimp (although textures and materials are eluding me because ImageMagick seems broken, I sicked a 50 point bounty on it over at stackoverflow) but while the head is fine the rest of the body is horribly deformed after following the unparent-reparent steps in the linked tutorial, I'm not sure exactly I'm doing wrong.

kat:
There's usually two reasons for the deformity you're describing, either; 1) the vertex weighting has some odd assignments (vertexes weighted to 'odd' bones may pull the mesh out of shape when it animates); or 2) when you set "Apply", the mesh and it's Origin point were not centered on Blenders 0,0,0 grid.

The upshot is that if you want the character to walk along a path (the curved line in the image from the previous page?), the mesh and armatures corresponding Origin Points need to be located at Blenders 0,0,0, that's the starting point from which the character and rig move - if it's 'off set' in some way the result is often the kind of corruption you're seeing.

Make sure also when you export, there is an active "Action" sequence shown in the Action Editor (when you select the Armature, the sequence should display in the Editor indicating it's the current active dataset). That's where the animation data comes from.

If you want/are able to, send me the file and I'll take a look (email above).

Blayne Bradley:
Blend file sent, to reiterate what I mentioned in the email, it looks like all the bones got moved to the origin of the mesh except for the head bone.

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