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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Mon Sep 03, 2007 10:29 pm 
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Is there a downloadable version for Windows Blender?

Thx


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Mon Sep 03, 2007 11:12 pm 
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"...mostly harmless?!"
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hondaman900 wrote:
Is there a downloadable version for Windows Blender?

Thx
I just uploaded the current version to my site ( ;) ) but the link in the first post is the latest.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Sep 26, 2007 2:47 am 
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picked up a pistol

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Super Happy Question time! : D

Does this exporter work with Quake 4? : D

Also, how do I get materials onto md5 models?
With .ase files I know the top material line is referenced in the file, but how do I do that for md5meshes?

Thanks for your help, dudes. And I love your Vandelay-esque importer/exporter, der_ton. <3.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Sep 26, 2007 10:50 am 
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Yep the exporter works for Quake4, the md5 files are compatible between Doom3, Q4 and Prey.

You get materials onto md5 models by either naming the texture within Blender (which the exporter will then use as a "shader" name in the md5 file), or you manually edit the md5 file after export, simply open it with a text editor. You have to look up the line that says "shader". If the model has more than one section, each using their own material, then there is more than one "shader" line. The name after the "shader" keyword is the material name that references a material definition.

Vandelay-esque, what does that mean? Wikipedia only pointed me to Seinfeld-related stuff... :D

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Sep 26, 2007 9:13 pm 
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picked up a pistol

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Awesome. As soon as I get some of the concept art I'll get working on that. : D
Oh! Do I have to export every animation as a separate file?

Vandelay is the name of the "pathetic character" George's alter ego, who he uses to pick up girlfriends among other things.
In the first episode of Seinfeld, I believe Vandelay is meant to be both an importer and exporter. Of what? I have no idea, but exporter next to importer always makes me think of him. : D

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Sep 26, 2007 10:07 pm 
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Yes, every animation goes into its own file. Once you start looking at the entity and model definitions, things will get clear.

Ah, I get it, "Vandelay"... yeah I guess I'm kind of in the import/export buisness, too... :D

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sun Oct 21, 2007 9:28 pm 
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picked up a pistol

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>: D Any tips on unwrapping hands for my view model? Since Quake 4 seems to split the model wherever there's a seam. D: I don't want the hands to look super weird!

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sun Oct 21, 2007 9:57 pm 
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Add a seam on the mesh to follow the underside of the hand (the palm) and then take a single line up the underside of the arm. Unwrap that and then use unSmoothedTangents in the material. Basically place the seams where they're not readily going to be seen.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Mon Oct 22, 2007 8:13 pm 
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Ah. Nevermind, I don't really have to worry about it. I was just concerned about how the smoothing would look in Quake, since it's definitely evident in Blender. In Q4 it's not evident at all, and the only way I can notice a seam is through the color map.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Dec 19, 2007 5:46 pm 
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did just hit his 750th monster

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Yesterday I made an attempt to export my mesh and animation to MD5 with latest script and I failed :/
I use SVN build of Blender since 2.45 release doesn't have new constraints.
Here is SVN build I use:
http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=561

Here is .blend file along with exported results in .zip file:
http://www.kot-in-action.com/files/blademaster.zip

der_ton, please help us out!!!

I tried to use your beta script you sent me a while ago (v0.96), where it would export only selected meshes, but it gave an error, something like "indexes out of range, line 947 (?) and 1146 (?)", somewhere around those lines.
I appreciate your time, thank you.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Dec 21, 2007 12:08 pm 
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The problem is not the new Blender version you are using, but the setup of the character, it is not as the exporter expects it to be.

Although it is not necessary in Blender anymore with the addition of the "modifiers", you still have to parent the meshes to the armature so that the exporter knows which meshes to export. In this case, select a mesh, shift-select the armature, use ctrl-P and then say "Object" (when it gives you the options "Object" or "Armature"), so that it only makes a parent relationship but not the deformation stuff, because that is already handled with the modifier you applied.

Also, the mesh looks kinda wrong on export, but I hope that's just because your skeleton uses scaling, which isn't supported by the md5 format (and ignored by the exporter). Or maybe there is some weighting problem. The animations come out alright though, even though your rig looks kinda "exotic". :)

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Dec 21, 2007 6:41 pm 
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hi der_ton,

Thank you for the reply. I checked my mesh and armature by clearing rotations/scale/position and indeed it was totally messed up :D
So I recreated simple case with one bone, but I place mesh and armature into the same coordinates and it exported perfectly. Also few rigs of other users that didn't have scale/rotation issues were successfully exported into MD5.
I will be working then on fixing my rig ;)

I remember you sent me 0.96 beta version of the exporter that allowed me to export only selected meshes. It seems like it doesn't work with 2.45 and SVN builds. Is there any way you can look into it and fix it, please?


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Thu Jan 31, 2008 11:52 pm 
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Hey der_ton, I think I found a bug in the exporter script. When I export out, the md5 file has the correct uvs for only the first floating point value (the u). The v floating point number is not correct, checking this with a correct uvs from an obj file. I wrote a perl script to correct the output. (using blender 2.4.5)

Also, I was wondering what is the best way in blender to get the vertices to not duplicate when exporting to md5>?

thnks


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Mon Feb 04, 2008 10:47 am 
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About the wrong v coordinate, you mean if their actual value is x, they are output as 1-x? That's how Doom3 wants it to be. Are you using the md5 files with your own program? Then if you load a MD5 model from any of the Doom3-engine games, you'll see that they don't display right with your program if it doesn't flip the v coordinate or flips the textures at load-time.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Tue Feb 05, 2008 3:06 am 
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You're right. I noticed that they were inversed (for Doom). I am using the md5 format in my game. So I made a change in your script without the subtraction.

Thanks for writing this script! Much appreciated.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat May 10, 2008 5:37 pm 
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I'm trying to export a mesh with no rigging or animation.

When I do so I get a file with none of the mesh data(yes, everything is selected):
Quote:
D5Version 10
commandline ""

numJoints 0
numMeshes 1

joints {
}

mesh {
shader "p_03.psd"
numverts 0
numtris 0
numweights 0
}


Reading further up there seemed to be a suggestion that I should add some armature and connect it to the mesh in order to get the script working.
That resulted in:
Quote:
MD5Version 10
commandline ""

numJoints 1
numMeshes 1

joints {
"Bone" -1 ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 ) //
}

mesh {
shader "p_03.psd"
numverts 0
numtris 0
numweights 0
}



In case it helps, the original blend file is available here: 208.116.18.2/sword.blend

I have successfully exported other models.

Where did I go wrong?
Is this something unsupported by the exporter?

Thanks


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat May 10, 2008 7:22 pm 
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I always like when I can just quote myself :)
der_ton wrote:
Although it is not necessary in Blender anymore with the addition of the "modifiers", you still have to parent the meshes to the armature so that the exporter knows which meshes to export. In this case, select a mesh, shift-select the armature, use ctrl-P and then say "Object" (when it gives you the options "Object" or "Armature"), so that it only makes a parent relationship but not the deformation stuff, because that is already handled with the modifier you applied.

I hope that helps. I will also add some hint like this to the readme for the next release.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sun May 11, 2008 5:06 pm 
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Sorry, rereading my post it isn't clear what I was referring to. Should have quoted it.
Trying that is what I did to get the 2nd result. :cry:

Specifically, I created an armature. And followed your direction and attached it to the mesh.
Unfortunately, I still get none of the mesh data.

Am I misunderstanding the suggestion? Did I implement it incorrectly?
Thanks!


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sun May 11, 2008 6:13 pm 
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Did you weight paint you mesh (or created vertex groups manually)?
Seems like you did not.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sun May 18, 2008 7:13 pm 
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Tried doing the weight painting and vertex group creation.
I'm a coder rather than an artist, and very new to blender so I'm not sure that I did everything correctly.

Unfortunately, I'm still not getting the mesh data out.
My sense is that I did something wrong/not understanding the suggestions/instructions.

For those that are interested, the modified blend file and resultant export are available as: 208.116.18.2/sword_mod.blend and 208.116.18.2/sword_mod.md5mesh

Thanks for any further suggestions.

Out of curiosity, why do we need bones, etc to get the mesh out?
Looking at the python code it's not immediately obvious to me.


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