Game Editing > Scripts & Support

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

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kat:
That change sounds like it's resulted from SB's content being exported originally using the older versions of the MD5 export scripts? I'd be reluctant to drop that into the general MD5 script and push those out if it is, it makes adoption by other parties problematic because of engine tech and code differences; over the years modders have taken the baseline files (from KatsBits), modified them, then served them up locally, which works well as a delivery system. Hmm that was a bit off topic!

GL learning Python

mikshaw:
I would say you're probably right about that. I don't know much about the guts of file formats or anything like that...I just poke at things if something doesn't look right to me, and hope to find or create solutions, even though they usually tend to be kludges.

 I'd already posted my change on the sauerbraten forum for anyone who might find it useful, so if it helps someone there, good.  If it doesn't mean anything to anyone but me, that's fine too.  It at least helped me not have to manually edit the file after every export.

Thanks for the GL =o)

mikshaw:
I think I might have actually fixed it...and I don't even Python! =o)
http://www.pasteall.org/20522/python

All the changed lines have been tagged with 'mikshaw'
and I commented out my Sauerbraten fix on 130.

This hasn't been thoroughly tested, particularly considering the conditionals that don't apply to my file might not work at all.  I just exported one animation and it works the same as the one from 2.56

kat:
I'll test this on a couple of characters I've got and see what results I get - will use der_tons MD5 viewer for playback as I don't have anything with MD5 capability loaded atm.

Do we know *for definite* if the internal changes made to 2.57 that's forcing these updates is going to remain in place upon public release? They've done this several time before where something has had to be adjusted only to find it doesn't work because they changed something back or around on final version release.

mikshaw:
Apparently I didn't need to break up that line at 737ish.  I got this at blenderartists:

--- Quote from: zeffii ---the invert() function was modified, I'm a little dim on the precise reasons, but I think the early .invert() returned an inverted matrix, while the new .invert() modifies the parentposemat in place. now if you want to simply return an inverted matrix you do a .inverted()
--- End quote ---

So rather than separating the invert() function onto its own line, the original line can just be changed from invert() to inverted():

--- Code: ---posebonemat = parentposemat.inverted() * posebonemat
--- End code ---
The result is, as far as I can tell, identical.

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