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Does MD5 have a size limit?

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Offline ArcaneLight

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Hey, I'm trying to use the md5 exporter from here. It was working fine for simple models, so I decided to try something a little more intricate. It exports the md5mesh and md5anim files, but when I view them I find that over half of the model is missing. It appears as if it only exported one random chunk of it and just ignored the rest. Is it because md5 has a size limit? If so, what is it? If not, can anyone advise me as to what is wrong? Below are links to the .blend file, the .tga file for its texture, and the md5 exports. Thanks!

http://www.2shared.com/file/Geg0VeDl/ial.html
http://www.2shared.com/file/1W74ksoI/revelate.html
http://www.2shared.com/file/W2qxB7v2/xx_online.html
http://www.2shared.com/file/B0XXRJC6/xx_online.html


Offline kat

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Can you post a screenshot of what the character is *supposed* to look like? Also what version of Blender are you using?


Offline ArcaneLight

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Thank you so much for the quick response. I am currently using Blender 2.65. Here is a screenshot in Blender of what my model is supposed to look like

http://www.2shared.com/photo/_I32_WDp/modelImage.html



Offline kat

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OK. Basically you've not done any prep for export which is why it's breaking. So to answer your original question; so far as I'm aware there aren't any limits associated with the *.md5mesh and *.md5anim files themselves (because they're basically a formatted text dump) so that generally is never really going to be an issue.

Have a read through the posting linked to above - I had to do most of what's discussed there to export a working set of files. But generally you need to assign vertex groups, an armature, properly UVW unwrap the mesh and optionally, possibly change the orientation and position of the mesh and armature (which means that you need to use 'Apply' and set their respective location data where necessary) - I had to do the latter to make working on the file easier, Blender doesn't play nice when models are rotated around 'odd' (to Blender at least) axes.

Additionally, you may want to look at reducing the polycount on the model, it's very, very *heavy*, you could probably get away with maybe half of what's been used at most - obviously spheres are pretty heavy items normally but there is a lot of 'waste' (in the sense that there are a lot of surfaces present which don't really do anything in relation to helping determine shape or form).

Also watch out for the use of 'open' surfaces. Ideally you want those leg protectors to be a solid double-sided ('closed') mesh rather than single sided as they are at present.




Offline ArcaneLight

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Thanks for that. I know that the UV map I had in particular was a joke, sorry about that. Also I agree it is a heavy model. I just designed it so that it looked like what I wanted. I intend to clean it up and all, but thought that first I would see if md5 could handle such a large object. So thank you for answering that question as well. That's good to know about the open surfaces, I was not aware of that. Later today I'll work on getting this properly set up. I don't suppose you still have and could post the .blend file you made of my project? It would be nice to have something to reference as I try to fix my own. Also, I know you must be very busy, but I thought I would throw out that a video tutorial walking through all the fine points of prepping a mesh would be awesome if you ever get the chance. In any case, thanks for everything. You're awesome!


Offline kat

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Oops. See attachment below. The *.blend file has a generated 'checker' texture assigned for the purposes of seeing how the basic UVW map was unwrapping. It's also got several materials assigned to help manage the mesh more easily in terms of area selections (selecting the 'legs', 'arms' and so on). The rough UVW isn't a problem per say except that it tends to cause the mesh to 'facet' - MD5 tends to cause surface splits alone UV edges, it's more important for there to *be* a UV rather than necessarily a 'good' one.

With regards to open surfaces; they can be used but this should be kept to a minimum. For the robots thigh guards, it might be more appropriate to have something more substantial there to indicate something with significant substance that's protecting the hydrological pipework.

Yup yup on the video, it's on the "to-do" list and coming soon ;)