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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sun May 18, 2008 8:45 pm 
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The md5 file format is particularly for animated characters (skeletal animation), which is done with "armatures" in Blender. To get static objects into a Doom3-engine game it is best to use ASE or LWO.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sun May 18, 2008 10:28 pm 
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2 emanon:
There you go, try this one:
http://kot-in-action.com/files/misc/sword_mod1.blend

You have to add Armature modifier to your mesh and define armature you want to deform you mesh. Another thing - don't scale, rotate or move armature in object mode. After you rig you mesh and paint weighs, select armature, move to Pose mode and do whatever you want there.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat May 31, 2008 10:48 am 
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So, uhhh... Any chance there'll be a version of this that'll work with Quake Wars?

Every time I import an md5mesh from QW it gives me the bones, but not the actual mesh. Did I miss something?

D:

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat May 31, 2008 2:45 pm 
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Super Happy Cow wrote:
So, uhhh... Any chance there'll be a version of this that'll work with Quake Wars?

Every time I import an md5mesh from QW it gives me the bones, but not the actual mesh. Did I miss something?

D:

You are referring to the importer, I had it sitting on my HD for a while and just did some checking and finishing touches finally, thanks for the kick in the ass. :)
viewtopic.php?f=50&t=6901&p=199628#p199628

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat May 31, 2008 10:19 pm 
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Oooo, I'm soooo exciiiteeeed!

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Nov 14, 2008 11:11 am 
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I'm having trouble getting the bounds of MD5Animations to export correctly. Let me illustrate: This is frame 1 of my Jump animation for my model. The red box represents the bounds and the values of those planes are listed.

Image
Image

However, the bounds calculated by this script have incorrect yMin and yMax values:
Image

I'm not sure if the error is on my part or your part. I'm selecting both the armature and the mesh when exporting and there aren't any other objects in the scene. I don't have any idea why it gets the y values wrong.

In addition to this error, when attempting to export another animation, Walk, all of the bounds are listed as <0,0,0>, which is obviously wrong.

I'm not sure if the bound values are actually useful for Doom 3, but I was planning on using this exporter to load skinned meshes into an XNA library, and I need correct bounding information for collision detection. I guess it's possible to calculate the bound myself when the model is loaded but that's a lot of work when there is room for it in the files.

Here is my source .blend file:
http://craigsniffen.com/md5/testbot.blend

And for completion here are the MD5Mesh and MD5Anim files I generated:
http://craigsniffen.com/md5/testbot.md5mesh
http://craigsniffen.com/md5/testbot_jump.md5anim


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Nov 14, 2008 1:36 pm 
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Your "root" bone should be at the base (feet) of the mesh, that might explain why you're getting negative co-ords for the bounding box as the root is *usually* considered the "0,0,0" point of mesh and animations.

Also, adjust your XYZ object co-ords to make sure you're sitting at 0,0,0 for those before export

Also what version of Blender & python are you using?

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Nov 14, 2008 4:10 pm 
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I'm using Blender 2.45 and Python 2.5.

Looks like my mesh was centered at <0,1,0> for some reason, changing that to the origin helped out a bit, this is what the bounding box for the first frame is now:
Code:
   ( -23.828159 -3.631474 0.033270 ) ( 23.828178 39.758806 35.007507 )
Now the only one that is really wrong is yMax. I'm not sure why it thinks the model extends out almost 40 units.

Moving the root bone's root to <0,0,0> didn't seem to have any effect at all. I made sure the armature was centered on <0,0,0>, too.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Nov 14, 2008 4:13 pm 
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I have written comprehensive tutorial on how to export meshes from Blender to MD5. Please visit http://www.kot-in-action.com Goodies page and read the tutorial (it's called Blender 2 DarkPlaces engine). I hope it will help.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Nov 14, 2008 4:28 pm 
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Actually I just found the same exporter you used in that tutorial in another thread on this forum and it works great. My bounds are perfect for every frame. Thanks guys!

As an aside, how is this exporter licensed? Could I mirror it with a link back to this forum, or would you prefer to keep it off of my hosting?


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Nov 14, 2008 4:46 pm 
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As far as licensing goes, ask der_ton.

Also I would recommend using Blender 2.48a, it has more features.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Nov 14, 2008 7:05 pm 
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The script is released under the GPL, so you can ofcourse host it on your site. Having a link to this thread is a good idea.

Yes there is something wrong with the boundingbox info generated by the script. Since the beginning of the script in 2004 some version of Blender changed the API in a way that broke something and I haven't sorted that out, I'll have to take a look. Also I am going to update the script to incorporate the improvements that BlackHC and Tr3B made (viewtopic.php?f=50&t=21795).

The current way of handling boundingboxes in their script is to have the boundingbox that encompasses all the mesh objects in the scene. If your animated character is the only object in the scene then it's all good ofcourse, otherwise the boundingbox might end up too large.
In Doom3 engine games, the boundingbox is not used for physics, but only for the renderer to cull offscreen models. Too large boundingboxes are not a problem, they only cost a little performance in cases where the character is actually offscreen but its boundingbox is not.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Dec 20, 2008 6:53 pm 
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I am having trouble exporting the bounding box as well.

Everything else works fine, so thanks to der_ton, blender programmers and many others.

Here is an example .blend

http://www.mediafire.com/?sharekey=cae3abfced201390d2db6fb9a8902bda


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Tue Dec 23, 2008 2:12 pm 
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Which of the files is it exactly? Nice models BTW!

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Jan 07, 2009 10:26 pm 
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Sorry, I have been in Mexico for a week. The model I was trying to export with animations was alien, that is the only animated file.

Here is my question from the md5anim file.
Image
Why are the bounding boxes all zeroed?

And I have a second question regarding the md5mesh file.
Image
What is this second mesh object described at the end of the file? I have checked blender outliner and there is only one mesh on export.

Thanks for your help. I'll post a link to a demo when it reaches beta.

Our team programmer is willing to determine the correct bounding boxes, but I told him that it was likely an error on my part.

I have recently redone the mesh for better animation and will post an updated blend in the near :wink: (who knows) future.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Jan 07, 2009 11:26 pm 
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I loaded up & exported the alien model no problem (attached file).

when you were exporting, were you in object, edit or pose mode? In edit mode it doesn't work properly. Also, did you have the scale value changed at all? Mine defaults to 0.010 for some reason (causing me to make small ant-sized monsters unless I change it!).


Attachments:
Blender.zip [75.08 KB]
Downloaded 112 times

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Thu Jan 08, 2009 10:42 pm 
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I exported the alien model, too, and the boudningbox numbers were not zero. Tamarin, which version of Blender did you use, and which script version?
Friar, I'm guessing you used the xreal version of the script? And which Blender version?

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Jan 09, 2009 2:47 am 
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I used whatever version of the blender script is in your sig & Blender 2.48a. In the python file: blender2md5.py version 0.94, 2006-02-09

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Tue Jan 13, 2009 12:57 am 
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I tracked down the xreal script and both issues have gone away. I'm wondering if it was code in 2.48 that changed. Thanks for the help, and thanks for the script der_ton.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Thu Feb 12, 2009 9:00 am 
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why do the links to the importer that actually works ( the one from page 4) no longer work, yet the one to the broken, old one does?

weep


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