Game Editing > Scripts & Support
[MD3] EXPORT script for Blender 2.5+/2.6+
motorsep:
@kat: no, I don't use edge split on my models unless I am making "hard" surfaces. IQM supports smoothing, so if I have surfaces as "flat" in Blender, it will split them on export automatically.
This cube is actually just a test cube. We are prototyping dynamic cloth sim for Darkplaces and we use old Quake MDL format for physics joins. MDL is ... old :) IQM model doesn't work with ODE engine for some reason, so I needed to try MD3 in lieu of MDL.
motorsep:
Btw, I spoke to the programmer of Darkplaces engine and he said that limitation for number of the shape keys is the exporters issue. There is no such limitations in MD3 format as it can have numerous morph targets.
The reason to use shape keys is to be able to loop cloth seamlessly. It's impossible with cloth sim afaik.
dmc2143:
Ok, so exporting physics to md3 will bake the shapekeys needed to the timeline in the md3 itself. Import the md3 back into blender (stuck with the old 2.4 import script for now)with shapekeys all set. You can duplicate and reverse for a seamless animation.
About shape keys, the limits are on the number of shape keys in blender that you can use to alter any specific mesh at one time. Using md3s every animated frame is treated like a shape key of its own, either off(0) or on(1) where each frame has one key on all others off.
Here is my test work on this. And the necessary import script for 2.4
http://www.mediafire.com/?82wgbh0cg3y0y6c
I use md3s in a different engine, for Duke Nukem. I've never even played Quake 3 ;)
motorsep:
Alright, got things going :) Flag, animated with Cloth and exported into MD3, not looped (in-game footage):
http://www.youtube.com/watch?v=OwHNGCL8etA
Its .blend file (after exporting to md3, importing in 2.49 and saving it in 2.59):
http://www.pasteall.org/blend/10246
Since I don't get how to work with these evil shape keys, can you please explain how can I loop this particular case, using my .blend as example? Thank you.
kat:
Script seems to work in 2.61. I've not done a full export test (proper path set-up etc.), but the initial export I tested (bunneh character) worked OK.
@ motorsep: do you need the animation to be that detailed? That quite a bit of complex movement you've got going on there that if you could simplify, might be able to approximate as a standard shape or keyed animation.
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