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 Post subject: revised Blender2MD5 exporter
PostPosted: Thu Jul 24, 2008 11:29 pm 
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We have an improved version of der_ton's MD5 exporter for Blender. It features a new interface that lets you export multiple animations.

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I think there is a similar version in Blender 2.46 by Andreas 'BlackHC' Kirsch.
However it exported empty bounding boxes for the .md5anim files and I fixed that.

The fixed version can be found in our subversion repository: https://xreal.svn.sourceforge.net/svnroot/xreal/trunk/xreal/blender/blender2md5.py

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Sun Jul 27, 2008 1:38 am 
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nice,
will try it


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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Sun Jul 27, 2008 7:10 am 
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That...totally rules. I wonder what the difference in code is, and if der_ton will implement it in the next version.

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Fri Aug 01, 2008 1:11 am 
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I'll take a look, the screenshot looks great and the usability is greatly improved for artists that do alot of exporting cycles. If it's ok for the authors I will try to bring those improvements into my next version, with proper credits ofcourse.
This was branched off at an earlier version than my current version so it will involve some careful merging there.

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Wed Mar 24, 2010 6:20 am 
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Does anyone know where I might find this exporter so I might hack it together with the version of the exporter I currently have?

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Wed Mar 24, 2010 1:08 pm 
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The name apparently was changed to md5_export.py
https://xreal.svn.sourceforge.net/svnro ... l/blender/

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Thu Apr 01, 2010 3:56 am 
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Almost awesome, except the multi-export script seems to take whatever frames are playing on the screen and export them, meaning that you can only really export what's selected in the action editor. The animations all show up in the game as the one that was currently displayed.

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Thu Apr 01, 2010 12:14 pm 
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Can't seem to get anything out of blender into the AF editor properly, either. Sometimes the bones are compressed in scale, or rotated the wrong direction, in odd, inconsistent ways. This is mind boggling.

My walker doesn't move when I spawn it, and I think it's because the AFs aren't set up properly, but I can't set up the AFs because of this.

Awesome.

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Thu Apr 01, 2010 3:15 pm 
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you don't need working AF's for monsters to walk (AF's are used for some collisions I think though), you just need them for working ragdolls. But you need SOMETHING. I know I had this issue before & someone else did too, with the md5 messed up so it won't work in the AF editor properly. I forget what we did & I forget the exact thread it was discussed in, but I *KNOW* it was solved because in my doom 3 edit folder I replaced my "bumble bee" with the messed up model we fixed & I saw it last week. :D

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Fri Apr 02, 2010 2:28 am 
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Okay. I suspected as much. This morning I tried every possible way to break ETQW's cyclops and keep it from walking, but I couldn't. I always figured it was something to do with DEFs and not AFs, since making the movement based on the IK physics and not the other way around would seem to hog a ton of processing.

Uhhh, the mesh animates and runs properly, with the only issues being that it doesn't actually move in the game, and the bones rotate improperly in the AF editor.
The bodies I set up in the AF editor look completely wrong, but they latch onto the bones properly in the game.

My main issue right now is getting it to walk. Do you have anyone I can contact frequently that could help me through this? Or any def files that I could look at?

Also, what controls how vehicles collide with eachother?

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Fri Apr 02, 2010 4:31 am 
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I think ETQW just uses the collision models/boxes for all collision. The vehicles use a CM that's a lower-res for per-poly detection I believe.

For a quick test, try putting the model in doom 3. Replace a simple monster with the model & see if it works. If it works it's something particular to etqw.

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Sun Apr 04, 2010 8:11 am 
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Awesome. The movement has nothing to do with def files. It's entirely within the md5anim file. I've never seen this done before, what the hell?

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 Post subject: Re: revised Blender2MD5 exporter
PostPosted: Sun May 02, 2010 12:49 pm 
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Super Happy Cow wrote:
Can't seem to get anything out of blender into the AF editor properly, either. Sometimes the bones are compressed in scale, or rotated the wrong direction, in odd, inconsistent ways. This is mind boggling.

If that's still an issue, does my unmodified exporter produce the same problem? Did you use scaling on the bones?

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