Game Editing > Scripts & Support
[MD5] export add-on for Blender 2.63+
nemyax:
--- Quote from: motorsep on July 27, 2012, 09:22:09 PM ---Workflow should be simple - select meshes (models can have several surfaces), select armature, export. No need to mess with layers
--- End quote ---
Why the layers
You generally don't need all of your bones in the MD5. Much of the armature in a moderately complex setup is helper bones, which need to be filtered out. What you suggest results in all of that fluff ending up in the export result. This is not what I would want, but if you're OK with that, just put them all in layer 5. That's one keypress and one click.
The messing bit
There's a script included in the readme to help stuff the MD5 layer.
--- Quote from: motorsep on July 27, 2012, 09:22:09 PM ---or have only single mesh
--- End quote ---
This exporter does not have the one-mesh limitation.
--- Quote from: motorsep on July 27, 2012, 09:22:09 PM ---I personally not comfortable with constraints you impose in the exporter on how scene should be made, how animation should be done and how it should be exported.
--- End quote ---
Tough. But then, how are those constraints more severe than in other exporters?
motorsep:
--- Quote from: nemyax on July 27, 2012, 09:47:00 PM ---Why the layers
You generally don't need all of your bones in the MD5. Much of the armature in a moderately complex setup is helper bones, which need to be filtered out. What you suggest results in all of that fluff ending up in the export result. This is not what I would want, but if you're OK with that, just put them all in layer 5. That's one keypress and one click.
--- End quote ---
Are you aware that active bones layer can be exported? Leave it up to artist to have a layer active with bones he wants to export. It can be any layer, as long as it's active. If you load MD5's from Doom 3, you will see that there are bones in them that ideally should not have been exported.
The idea that artist has to put bones into layer 5 is ridiculous, because everyone has their own habits and workflow. I might want my export bones to be in layer 1 and someone else likes to have them in layer #last.
--- Quote from: nemyax on July 27, 2012, 09:47:00 PM ---The messing bit
There's a script included in the readme to help stuff the MD5 layer.
--- End quote ---
That's besides the point. Making awkward workflow and saying "go read docs" is not a user-friendly approach.
--- Quote from: nemyax on July 27, 2012, 09:47:00 PM ---Tough. But then, how are those constraints more severe than in other exporters?
--- End quote ---
There are no other exporters besides one for 2.49, where you can pick out what you need to export, where you need to export, etc. etc. It's more productive, it's more intuitive, more artist friendly.
nemyax:
--- Quote from: motorsep on July 27, 2012, 09:57:13 PM ---Leave it up to artist to have a layer active with bones he wants to export. It can be any layer, as long as it's active.
--- End quote ---
I, the artist, prefer to have only my control bones showing up at all times. What I don't want to do is switch layers for export.
--- Quote from: motorsep on July 27, 2012, 09:57:13 PM ---The idea that artist has to put bones into layer 5 is ridiculous
--- End quote ---
No. It's mischievous and quaint.
--- Quote from: motorsep on July 27, 2012, 09:57:13 PM ---I might want my export bones to be in layer 1 and someone else likes to have them in layer #last.
--- End quote ---
Put them in 1, 5 and #last. What's the problem?
--- Quote from: motorsep on July 27, 2012, 09:57:13 PM ---one for 2.49, where you can pick out what you need to export, where you need to export
--- End quote ---
And here you can't?
kat:
nemyax, as the script was originally geared toward Arx it's inadvertently imposing that particular workflow in places where it may be at the expense of what has been years of evolutionary incremental development which is firmly based on idtech4. If the purpose here is to produce a general MD5 script then these are valid concerns. If not, and you just want to release "Arx MD5", then you can happily ignore what's being said/requested. But, it's important to make sure potential users clearly understand this otherwise topics like this can quickly descend into flame-fests.
nemyax:
--- Quote from: kat on July 27, 2012, 10:29:05 PM ---If the purpose here is to produce a general MD5 script then these are valid concerns. If not, and you just want to release "Arx MD5", then you can happily ignore what's being said/requested. But, it's important to make sure potential users clearly understand this otherwise topics like this can quickly descend into flame-fests.
--- End quote ---
This topic has generated a few perfectly valid requests (batch export, better vertex group handling) and useful bug reports. I am willing to work on those, and more feedback is always welcome, of course.
However, where I don't agree with a proposed implementation, I try to give my grounds for refusal; I will not be shamed into making such changes.
The exporter is essentially "Arx MD5", but can be (and apparently has been) used generically.
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