Game Editing > Scripts & Support

[MD3] EXPORT script for Blender 2.5+/2.6+

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kat:
Sorry, keep mis-reading that as MD5.. and no, not yet.

kat:
See first post for updated MD3 export script for 2.63a thanks to CoDEmanX. Zip file also includes a basic test sample provided by motorsep.

mexicouger:
I hope I don't get in trouble for this.. But I am having issues with Blender 2.63a and tags. Everytime I create an empty, name it what I want, in this case "tag_barrel", and select my mesh and tag and click export, I get an error.
I don't know how to copy/paste the error information, and I don't know if you all need it or not. But am I the only one who has issues exporting tags?

mexicouger:
I followed all the directions above, but the error still occurs.



To export, I basically selected the tag, selected my mesh, and clicked export, and thats the error that comes up.
I already knew about the parenting to bone thing and I followed the directions exactly anyways. I don't understand! But I really appreciate your help! I never had this issue with exporting md3 with blender 2.49.

kat:
[EDIT] updated script with tag_ support

Hmm yeah.. I just did a test to confirm. Mesh and/or rig export fine, adding the Empty doesn't. That basically means they (Emptys) don't appear to be 'valid' objects by the script (or are not converted correctly). The only thing I can think to suggest for the moment is to use an actual bone that's part of the same Armature. So add a new bone to your current rig, name it "tag_[whatever]" and parent it to the bone that controls its movement. export that and see what happens - you should be able to export without issue, but the test will be if that set-up performs the same way/as expected in the MD3 environment. Not sure this will work unless you happen to be using a skeletal version of the MD3 format (version that uses a skeleton, I know there are a couple out there).

An alternative might be to use a single triangle mesh object parented to the same rig as the main mesh (so you basically end up exporting two mesh objects, it should create a named sub-mesh in the MD3 file data). Add a Plain, triangulate and remove one triangle. Reposition and align. Name the Object "tag_[whatever]" and parent that to the same armature as the main rig. Make sure it has the appropriate vertex groups. Export and see what happens.

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