Game Editing > Scripts & Support
[MD5] EXPORT script for Blender 2.6x (OPEN)
dersaidin:
Hello.
I made a few improvements to mikshaw's version to make the script easier to use when exporting static models.
If there is no armature, it will make a fake bone and automatically change from "mesh & anim" to "mesh only" mode. Also fixed the scale global, and the script smarter with adding the file extension.
I took the liberty of restoring the GPL license present in der_ton's original, as this is clearly based on it. Would be best to have other authors affirm this.
This version has bumped the "blender" to (2, 5, 7) and "api" to 35622. This works (for me at least) on 2.57b. If you want earlier versions (ie 2.57) you may need to reduce those numbers back to what mikshaw had.
http://www.dersaidin.net/other/io_export_md5_2011-05-08.zip
kat:
I can kind of understand the changes but why not just make a mesh with a single root bone from the get-go and export that using the 'standard' script? I'm assuming the 'fake' bone is written into the file, so you're still actually exporting a rigged mesh (albeit very simple rig)?. Is there a particular reason for the changes (other than using a single format for both static and animated models)? Will take a look nontheless ;)
dersaidin:
--- Quote from: kat on May 07, 2011, 05:33:31 PM ---I can kind of understand the changes but why not just make a mesh with a single root bone from the get-go and export that using the 'standard' script? I'm assuming the 'fake' bone is written into the file, so you're still actually exporting a rigged mesh (albeit very simple rig)?. Is there a particular reason for the changes (other than using a single format for both static and animated models)? Will take a look nontheless ;)
--- End quote ---
If your making a static model, you NEED to have a bone. Thats part of the md5mesh format. Your already using a single format for static and animated meshes.
For users who don't care about bones and animation, its extra effort to work out how to add the bone, and bind the mesh to it - especially when unfamiliar with blender. The thing that makes it really annoying, is that this bone isn't special - it needs no extra information to add (you don't need to know what coordinates to put it at, {0,0,0} is fine). Theres no reason to make the user do this manually when the script can take care of it.
This makes it easier to use for users that don't know blender. Usability is very important.
When I say 'fake' bone ('dummy' if you prefer), this bone is never at any point part of the blender model. The mesh your exporting always has no armature. Its not needed, the script will deal with it. This is why it is simpler for users to do the export.
Model with no armature goes into the md5 export script.
Script then checks theres no armature, adds a 'fake' or 'dummy' bone to the data to be exported and points vertices to that bone.
The md5 export script does an export at usual, which will include the 'fake' bone, and exporting the mesh.
kat:
Oh I understand all that yes.. my question was why use an *animated* format to export *static* models when other formats are more suited - ASE, OBJ etc?
dersaidin:
Sorry, I was meaning a different level of static.
For static (compiled into bsp), yes theres ase, we use that. Obj isn't supported by the engine (XreaL).
For dynamically added models, which aren't animated - i.e. static mesh - such as shell casings, or items lying around. XreaL prefers md5mesh.
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