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PostPosted: Thu Mar 04, 2004 5:11 pm 
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Testing right now on my imac running os x :D Will test it on my linux as soon as it's up.


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PostPosted: Thu Mar 04, 2004 5:57 pm 
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wOOt well it's works perfectly on os x :D After I exported it. With anims, I imported the model with Bob's md5 importer. Not a single problem in the mesh what so ever :D Thou it didn't do the anims, but I think that's because Bob's script dosn't import anims yet.


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PostPosted: Thu Mar 04, 2004 6:25 pm 
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:)
If you mean my modelviewer that shows Kat´s Bob model, you can press F3 to load another mesh, and F4 to load another animation for that mesh.

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PostPosted: Thu Mar 04, 2004 7:00 pm 
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No I mean Bob Holcombs md5 import script.


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PostPosted: Fri Mar 05, 2004 1:17 am 
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Ah ofcourse, yep.
By the way, Bob Holcomb is submitting sourcecode to Blender´s CVS so that we will be able to generate armatures from a python script. A md5 importer that imports the skeleton and the vertex-weights will then be possible. :)
The next version of Blender will probably have some other features that will help with all this stuff. The restriction of using only "LocRot" keys in the skeleton animation will hopefully be obsolete then. And "baking" of constraint-animations (like IK for example) into normal animations will work more flawless. It works ok in most cases already, so that my export script can handle the baked animation, but not always (it´s not related to my script, the error has been found in Blender already).

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PostPosted: Fri Mar 05, 2004 1:27 am 
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"...mostly harmless?!"
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der_ton wrote:
...It works ok in most cases already, so that my export script can handle the baked animation, but not always (it´s not related to my script, the error has been found in Blender already).
*cough* :wink:

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PostPosted: Fri Mar 05, 2004 1:37 am 
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Haha, Ken, you´re quoting the wrong sentence! The one that applies to your problem is
Quote:
The restriction of using only "LocRot" keys in the skeleton animation will hopefully be obsolete then

It ain´t my fault that you forgot that restriction for your recent animation... ;) But I´m sorry for the inconvenience nevertheless.

To all the others: you see, you SHOULD read the release notes before using this tool.

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PostPosted: Fri Mar 05, 2004 3:47 am 
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"...mostly harmless?!"
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lol.. As the great philosopher Homer once said... "d'ohhh.....!" :lol:

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PostPosted: Mon May 10, 2004 2:50 am 
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-oops, I posted to old thread-
... http://www.doom3world.org/phpbb2/viewto ... 2800#22800


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 Post subject: blender 2.34
PostPosted: Wed Aug 18, 2004 3:02 am 
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I am new to blender3d and wondering if this work on export from blender 2.34 to doom3? or only 2.32?


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PostPosted: Wed Aug 18, 2004 3:05 am 
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It worked with Blender2.32, but exported to MD5 version 6. Doom3 uses MD5 Version 10, and I have to update the script, it's not on the server currently. I'll do that real soon, maybe next week it'll be done. I hope Blender 2.34 doesn't give me any trouble, I have to update the script in that respect, too. :)

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PostPosted: Sat Sep 04, 2004 4:40 pm 
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It's finally updated for the MD5 Version 10, and for Blender2.34.

http://home.tiscali.de/der_ton/blender2md5.zip

Due to a bug in the initial release of Blender2.34, you need a patched version, get it here:
http://www.letwory.net/cvsbuilds/bf_ble ... 040810.zip

readme.txt wrote:
You need to have the patched version of Blender (standard 2.3.4 will NOT work
correctly because of a bug in the Python API). Get that version here:
http://www.letwory.net/cvsbuilds/bf_ble ... 040810.zip

You need Python2.3 installed:
http://www.python.org/2.3.4/

Then the next step is to update your system variables.
You need a new system variable called PYTHONPATH, and
it must be set to something like this:
C:\Python23\lib;C:\Python23\;C:\Python23\DLLs;C:\Python23\tcl;C:\Python23\libs\
Ofcourse that´s if you installed Python to C:\Python23

If you don´t know how to set that PYTHONPATH system variable,
read more information:
http://www.elysiun.com/forum/viewtopic.php?t=7723

Read the instructions in the blender2md5.py file (open it in a
text editor, or in Blender´s text window).
This is just a short readme for the package.

For a quickstart, open the fish.blend file in Blender. The fish model was
taken from Blender´s tutorial files on http://www.blender.org. It was rigged and
animated by me, der_ton, to provide a simple out-of-the-box
model to get started with.

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 Post subject:
PostPosted: Mon Sep 06, 2004 11:31 pm 
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YOU DA MAN!
I have been waiting for this :D


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 Post subject:
PostPosted: Fri Sep 17, 2004 2:25 pm 
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The first 10 posts have been the best...

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if try to export this fish model into md5 i get the following errors:
with pyhton 2.3.4 and blender 2.32 on linux:
Code:
Traceback (most recent call last):
  File "<string>", line 1440, in handle_button_event
  File "<string>", line 1264, in export
UnboundLocalError: local variable 'file' referenced before assignment

with pyhton 2.3.4 and blender 2.34 on linux:
Code:
Traceback (most recent call last):
  File "<string>", line 1440, in handle_button_event
  File "<string>", line 1187, in export
RuntimeError: Deprecated:use RenderData.currentFrame

Any suggestions?

Regards

Flo


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 Post subject:
PostPosted: Fri Sep 17, 2004 2:59 pm 
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Are you using the latest version of the script?

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 Post subject:
PostPosted: Fri Sep 17, 2004 5:34 pm 
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The first 10 posts have been the best...

Joined: Fri Sep 17, 2004 2:07 pm
Posts: 22
Yep.

i downloaded it right from this location: http://home.tiscali.de/der_ton/blender2md5.zip
at about 14:00 GMT+2

Regards

Flo


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 Post subject:
PostPosted: Fri Sep 17, 2004 5:39 pm 
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The first 10 posts have been the best...

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Sorry, i just discovered some other problems here,
i copyed the file over to the wrong directory.
I was just wondering why i am able to export to md5, while i deleted the script from the scripts directory ;)

i will give it a try

done ...

and it works :)


you made my day ;)

Thanks a lot

Regards

Flo


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 Post subject:
PostPosted: Wed Sep 22, 2004 8:09 pm 
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The first 10 posts have been the best...

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Hi der_ton,

i just checked the md5 file format specification at http://www.doom3world.org/phpbb2/viewtopic.php?t=2884 and
found out, that the md5anim file that you are exporting
does not follow a critera in this specification:
in that frames tag are all transformations and orientations values exported,
but in the spec it says, that there only has to stay the info, that is changed,
but in that fish model tha transformations z axis is never changed, and
in all frames it is listed.
Will you fix that, or will you leave it as is, couse i am writing a game eninge
based on that, and for me it´s easier as it is at the moment, but it´s
not like in the format specification.

Regards

Flo

BTW: You did a realy amazing work


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PostPosted: Wed Sep 22, 2004 9:56 pm 
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You should write your md5 code so that it can handle the general case where single components might be left out from the framedata because they don't change. I might change my exporter to produce such output.

Thanks for the compliment. :)

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 Post subject:
PostPosted: Thu Oct 07, 2004 11:27 am 
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Little update:
0.91 2004-10-06: fixed borked baseframe for bones that have no IPO that animates them
fixed script throwing an error for improperly skinned vertices with no weights

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