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PostPosted: Fri Aug 25, 2006 1:06 am 
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hmm, i think i might have run into a bug in the export script in blender 2.41 and on, it doesnt affect the initial import but then when you go to rig it with editAFs the bones are rotated around where they branch off from the back at T branches.

this is the full thread
Quote:
http://www.doom3world.org/phpbb2/viewtopic.php?t=16917


the .blend for testing can be found at

http://fuag.is-a-geek.com/filez/Marine/marine.blend

it already has vert groups/bones and a 5 second rest animation called "Tpose" in it and I've tried to clean up any extra things left over from playing around with the skele configuration.

Thanks again to cat for helping me fix all the stupid mistakes.


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PostPosted: Mon Dec 18, 2006 9:23 am 
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Guyus anyone has a VERSION 6 exporter of MD5 for blender ?
I have implemented some class that reads out the Ver 6 anim / mesh with textures and would be v.thankfull for the blender MD5 version 6 exporter...?


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PostPosted: Mon Dec 18, 2006 9:48 am 
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Yes, this is the version that I released back then:
http://home.tiscali.de/der_ton/blender2 ... 040304.zip

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PostPosted: Mon Dec 18, 2006 2:53 pm 
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Cheers mate!


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PostPosted: Mon Dec 18, 2006 4:26 pm 
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argh bad news...

Quote:
Compiled with Python version 2.4.
Checking for installed Python... got it!
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\AAAMD5.py",
line 1431, in handle_button_event
export()
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\AAAMD5.py",
line 992, in export
for b in data.getBones(): treat_bone(b)
AttributeError: 'Armature' object has no attribute 'getBones'



i've tried to run this on your fish model...


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PostPosted: Mon Dec 18, 2006 4:37 pm 
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Ahm okay, getBones no longer exist...


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PostPosted: Mon Dec 18, 2006 5:05 pm 
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this:
AttributeError: 'Bone' object has no attribute 'getHead'

and


getTail...also not implemented anymore..?


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 Post subject:
PostPosted: Mon Dec 18, 2006 9:58 pm 
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der_ton:

i've tried to run the script on:

Blender 2.28 with
Python 2.2.3 (#42, May 30 2003, 18:12:08) [MSC 32 bit (Intel)] on win32


but got:

Quote:
Run Python script "blender2md5.py" ...
analyzing IPOs: only IPOs with names starting with Action will be handled
using ipo Action.Bone1
Traceback (most recent call last):
File "blender2md5.py", line 1431, in handle_button_event
export()
File "blender2md5.py", line 1197, in export
x, y, z = getIpoValue(ipo, "LocX"), getIpoValue(ipo, "LocY"), getIpoValue(ip
o, "LocZ")
File "blender2md5.py", line 858, in getIpoValue
ipocurves = ipo.getCurves()
AttributeError: getCurves



Sorry for bothering, but i would be v.gladfull for any help with this problem..


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 Post subject:
PostPosted: Wed Dec 20, 2006 3:56 pm 
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I think you need the newest version of Blender, which is 2.42.


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PostPosted: Sun Feb 11, 2007 8:06 pm 
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der_ton,

there is a bug in MD5 exporter by der_ton.
Below I am gonna provide screen shots of Blender with my model and screen shots of md5 loaded to viewer.

Blender:
Image

Md5 viewer:
Image

See how characters skirt is stretched and squashed in the front and squashed and lowered down on the back?!
It's not suppose to be like that, it suppose to be just like in Blender.
is there any way der_ton could look at that and fix the exporter please?

Here is my .blend file for test purposes.
http://rapidshare.com/files/16049352/rathot_walk2.blend.html

EDIT: Another thing is that MD5 exporter exports all meshes, even those that are in other inactive layers (let's say I have animated mesh in Layer1 and few meshes in Layer2). Is there any way to make exporter to export only selected meshes? I would appreciate it.


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PostPosted: Mon Feb 12, 2007 4:19 pm 
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Did you use scaling on any bones? Scaling is ignored by the exporter because MD5 doesn't support that.

Or do you mean the shading? That must be because of discontinuous UV mapping.

You can send me your blend file by mail or link if none of this helps.

Yeah the exporter exports everything, I should change that so it exports only those meshes that are parented to the skeleton. I don't know why I didn't do that a long time ago... :oops:

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PostPosted: Mon Feb 12, 2007 4:50 pm 
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der_ton,

I ment geometry of the skirt, not shading.
No bone scaling has been done. So it's an issue with the exporter I believe.
I just e-mailed you my .blend file.
I appreciate your help, thanks.


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 Post subject:
PostPosted: Tue Feb 13, 2007 4:46 pm 
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Any progress?


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PostPosted: Tue Feb 13, 2007 11:34 pm 
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Yeah I looked at your blend file, it's kind of non-standard, how you organized it. The meshes are not parented to the armature, I'm not sure if this is causing the geometry glitches on the skirt but I'd recommend you try it out. When I quickly wanted to try it myself, while parenting a skinned mesh to the armature, it deformed a bit because it was already bound to the armature, I'm not sure what to make of this. Maybe there's a workaround, but in the worst case you'll have to do the vertex weighting again. Maybe someone on one of the blender forums knows about this problem.

On a sidenote about Blender and organizing the objects in character animation, I find it strange that a mesh can be bound to an armature for deformation, without having that armature as a parent object. What if there are several armatures in the scene, with bones that have names like bones in the other armature? Which armature is the mesh supposed to follow?

I'll send you the 'beta' version of the updated exporter that exports only meshes that are parented to the armature (which solves the problem that you mentioned that all geometry in the scene gets exported), and it also supports many armatures in the scene. The one that is selected will be exported, same with camera export (if that was ever used by anyone, heh).

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PostPosted: Sat Jun 16, 2007 10:25 am 
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I'm currently using der_ton's Blender->MD5 exporter, and I seem to be getting extra vertices exported with the model. The number of faces is correct, but the number of vertices in the file (amusingly, the # was 3,456) doesn't match up with the model at 868 vertices.

Thank you very much!


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PostPosted: Sat Jun 16, 2007 11:19 am 
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In the md5 format, vertices only have one uv-coordinate. If in Blender your mesh has discontinuous uvs (for example in an un-uv'ed mesh, the python script sees discontinuous uvs on every triangle), the vertices have to be split so that for each adjacent triangle the uvs can be different.

To make a long story short, your mesh probably doesn't have uvs assigned yet, or your normals are not smoothed, which also forces the script to duplicate vertices for each adjacent triangle.

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PostPosted: Sat Jun 16, 2007 7:29 pm 
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I don't know if calling "Set Smooth" should have set the smooth normals that you were talking about (I'm still slightly new to Blender), but after setting that and unwrapping again I have (on another, simpler object I was testing with) 64 vertices exported to the md5mesh file as opposed to 88...however the model has 24 in Blender.

With the more complex model I was referring to, I "Set Smooth" and it lowered the number of vertices in the exported file to 1166, a large improvement over the 3456 from before.

Thank you for your fast response! I assume these extra vertices are from my uvmap not being fully connected when I unwrapped it (using the automatic unwrapper).

Thanks again for making this awesome exporter!


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Jul 11, 2007 2:31 pm 
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The first 10 posts have been the best...

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Hey there,
I am having problems with the current version of the exporter I have and I can't download any updated versions because all the download links are broken. Is it possible to send the exporter to wadaholic@gmail.com?
Thank you,
Nenon


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Jul 11, 2007 10:56 pm 
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http://home.mnet-online.de/der/blender2md5.rar
:)

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Thu Jul 12, 2007 10:52 am 
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The first 10 posts have been the best...

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Awesome, cheers man works perfectly :mrgreen:


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