Game Editing > Scripts & Support
[MD5] export add-on for Blender 2.63+
kat:
For the sake of clarity it might be worth updating the initial post to let users know the script is indeed an "Arx MD5" exporter; the workflow arrangements that cater to that seem to be the main bone of contention here so it's best to make that known to save problems with users wondering why things aren't working the way they're expecting relative to previous scripts.
nemyax:
Good point. Original post updated.
kat:
Cheers. Tidied the post a bit (formatting was a bit wonky) and added a link to your main project site for you.
nemyax:
Fixed vertex group bug
The exporter now ignores vertex groups that have nothing to do with exportable bones.
Forbade vertex weights set to zero
This may be temporary, as I'm in two minds about it. On the one hand, zero weights are garbage data probably left behind due to oversight. On the other hand, they are harmless unless a vertex has nothing but zero weights. Such vertices could be automatically declared unweighted if necessary, but MD5 doesn't support those. Which would you prefer?
* Keep the blocking behaviour, it's a useful optimisation reminder (or I may have left something unfinished).
* Enough with the constraints, make the script silently nuke the zeroes without bugging me (but I'll still have to clean up manually in the zeroes-only case, sigh).
* Something else.Readme: added note about unapplied transforms
I haven't been able to reproduce the failure that Spielkarsten reported, but keeping the armature's object transforms applied is generally the Right Thing (at least in the MD5 export context, where you can't creatively abuse armature transforms for effect). So this is advised in the readme.
Download: http://arxendofsun.solarsplace.com/downloads/io_scene_md5.zip
222464:
Hmm, I think I have the same problem as Spielkarsten. When I first tried to load the animation, the frame data was all messed up and the animation was deformed. I first thought it may be a problem with my model loader, so I loaded it with AssimpView and got the same results. I then cleared all armature transformations, and was able to correctly run the animation.
It only happens with an animation, the bind positions of the bones are fine.
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