Game Editing > Scripts & Support

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

<< < (9/46) > >>

kat:
Was testing the script today and came across a minor issue, it's currently exporting all frames present in the Actions editor time line. Sometimes you need to 'over-pose' an animation to make sure it cycles correctly, right now the script is exporting those extra unwanted frames (its exporting 1>120 instead of 1>100). You need to add a UI input field so "start >> end" frames can be marked? Or read the rendering datablock that has "start >> end" data associated with still image rendering to get the actual limit?.

keless:

--- Quote from: kat on September 20, 2010, 02:13:11 AM ---Was testing the script today and came across a minor issue, it's currently exporting all frames present in the Actions editor time line. Sometimes you need to 'over-pose' an animation to make sure it cycles correctly, right now the script is exporting those extra unwanted frames (its exporting 1>120 instead of 1>100). You need to add a UI input field so "start >> end" frames can be marked? Or read the rendering datablock that has "start >> end" data associated with still image rendering to get the actual limit?.

--- End quote ---

Currently the script is pulling the start and stop frames from action.frame_range[0,1]. I don't see any data blocks that specify an "output animation frame set" that I could pull from instead of that range. If I knew the UI api well enough (still cant get the actions list selection interface working), I would add a "force end frame" input and check box so you could toggle that on and type in your end frame.

kat:
I've found a couple of references in the Outliner for the start/end datablock info. As it's in two locations I don't know if that means it's two sets of the same datablock info just duplicating each other or two links back to the original datablock (which I can't find).


* Scenes >> Scene >> Current Frame / End Frame / Start Frame
* Screens >> Animation >> Scene >> Scene >> Current Frame / End Frame
Any use?

keless:
Okay, looks like I can access that data from bpy.context.scene.frame_start and .frame_end

Try this: http://dl.dropbox.com/u/1556553/io_export_md5.9-20-2010.py

Hrm, busy right now but I should check to see what happens when the "scene frame range" is larger than the "action frame range" (like the scene is from -20 to 200, but the action itself has keyframes from 0 to 202, or -30 to 50, or 20 to 100 ), might need to cap the "scene frame range" down into a subset of "action frame range"..

kat:
I'm not getting any output with that version for some reason and the following error crops up in the console;
--- Code: ---found bundled python: D:\PROGRA~1\BLENDE~1\BLENDE~1.54B\2.54\python
read blend: F:\IMvu-WIPs\PET bunny\sneakyidle3 v254.blend
Traceback (most recent call last):
  File "C:\Users\[user]\AppData\Roaming\Blender Foundation\Blender\2.54\scripts\io\
io_export_md5.py", line 832, in execute
    name = self.properties.md5name,
AttributeError: 'EXPORT_OT_md5' object has no attribute 'md5name'
--- End code ---
I usually select both the mesh and armature with the mesh as the active object when exported (not sure if that makes a difference but it's a force of habit), adding the *.md5mesh extension to the file - tried with and without, nadda from either.

With regards the negative keyframes(?) I'm not sure that's possible, certainly not using the normal Action/Dopesheet editors, traditionally speaking Blender has always had frame "1" as the first frame into which data can be placed as "0" is used as a 'base' frame(? iirc).

Incidentally, are there some export options missing in this version or is that a result of the error? I could have sworn there were some adjustable option fields on previous versions?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version