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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Aug 19, 2009 6:52 pm 
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ok, first thing, no origin. you ****NEEEEEEEEED**** "origin". all lower case. MUST be the absolute root bone to all others. Tons of bones can come off it, but you NEED it for the game to work properly.

second, part of your leg bones are weight painted to the whole side of the body. my "quick and dirty way" to see where I FUBAR'ED my weight painting: with your model selected, go to edit mode. unselect all. Now go through your vertex groups, select the group, see what verticities are selected. If good, deselect. If now, fix it by selecting the verts you don't want in the group & removing them from the group.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Thu Aug 20, 2009 4:01 am 
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Sorry for the late response, anyways thank you very much! I got it too work I noticed before you posted it was trying to read vertex groups that didn't exists anymore and I removed them and it exported fine! :)

I have one quick question if you don't mind if it's out of topic a little. I want to have my character holding weapons, one thing I wounder is should I make a bone on my character's skeleton to represent how the weapon is held? Or should I do the animations separately from the character skeletion?

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Thu Aug 20, 2009 4:38 am 
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3rd person weapons get more complex (in theory). If you look @ the stock D3 weapon def files you'll see a field called "joint_attach". This is where the corresponding weapon is attached to the 3rd person model. IE the rocket launcher is attached to "RL_ATTACHER" and there's a bone with that name. So when you do the separate weapon animations (ie "rocketlauncher_world/rocketlauncher_aim.md5mesh/anim") that's where the md5mesh is attached to.

The FPS view weapon animations are all 100% separate so you can do those however you want, and if you'll never see the 3rd person model you can ignore that. :D

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Mon Sep 07, 2009 1:54 pm 
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So far, the results are okay for me. Thanks for the help. I appreciate it

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Mon Sep 21, 2009 5:06 am 
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Hey thanks, for your help, I just have one more small question if you can tell me real fast, I'm trying to export a md5 model from a imported OBJ file. Is there anything I have to do before export? The exporter doesn't seem to be exporting the mesh or the anime, even though I added a skeleton.


Thank you, Andrew.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Mon Sep 21, 2009 1:40 pm 
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did you assign vertex groups to the mesh? If you didn't it won't export that part of the mesh.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Mon Sep 21, 2009 3:14 pm 
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Aw! I know what the problem was! I forgot to reassign or tell Blender I deleted the old armature or rename the new one to the old one! That's why it wasn't exporting anything! I totally forgot about that! :oops:

Well thanks anyways for helping everyone out! :)

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Apr 06, 2011 1:50 am 
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Hello,

I just tried the model exporter. It works quite well for the anims but there is a bug in the mesh exported

Here is how my model look in blender:
http://www.gohard.fr/images/Capture2.png

and now how the md5 exported it is rendered in 2 different md5 viewers:
http://www.gohard.fr/images/Capture-1.png
http://www.gohard.fr/images/Capture.png

As you can see, the foots geometry is quite fucked up. I have no idea where did this come from. Any ideas?

the Blender i'm using is ver 2.49b


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Wed Apr 06, 2011 11:15 pm 
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It was really long ago, so I don't know the details anymore, but something might be wrong with the weights in those foot vertices. In Blender it is possible to have negative weights or weights that add up to more than 100%. Does the export script print anything in Blender's console window? If you can't find what's wrong, delete all weighting from those vertices in the feet, and redo the weighting. Deleting the vertex groups named "feet_L" and "feet_R" and recreating them might help, too.
Also check if the feet_R and feet_L bones in Blender are normalized, that means they should not have scaling applied to them.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sun Apr 10, 2011 3:19 pm 
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Ok, so I read your post and check my model around the foots.

So the feet_R and L were OK, but there was an extra feet Vertex Group called simply "feet" painted on the feet that screwed all up (wow that's a lot of "feet" word in one single sentence here).

I simply removed it and now, my 3D buddy recovered usage of its legs.

Thanks you very for the help !


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Jun 04, 2011 8:40 pm 
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Does anyone have any information on using Blender 2.57 to export to md5 and md5anim?

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Jun 04, 2011 9:00 pm 
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Yep. Download.
Usage Instructions.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Jun 04, 2011 11:22 pm 
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Thanks!

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Fri Aug 12, 2011 5:11 pm 
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Hi guys,

I am using the md5 exporter for a while now. But recently I noticed that my md5meshes are ending up with too much vertices. The original in blender has 356 vertices, while the exported version ended up with 2124. The 2124 is curiously two times the number of edges (1062).

Then, I suppose the indexing is not working right. And two vertices are being created for each edge. Do you agree?

I am using the last version of the exporter for the blender 2.49 .


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Aug 13, 2011 3:35 am 
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Setting smooth groups solved partially as pointed out by: http://www.katsbits.com/tutorials/idtec ... models.php

However the number of vertices is still bigger than the one from blender. It is now with 416, when it should be 356. As a result, some edges are not smoothed on the md5mesh (but they are smoothed at the blender side). I am trying to see why these smooth groups are not being detected by the exporter. And therefore, the replication of vertices is causing a non-smooth group effect.


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Aug 13, 2011 4:01 am 
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iirc UVW map islands cause vertex splits so check those. Whilst the mesh may show "[n]" in Blender it's only showing you the actual vertices it sees and not what D3 is picking up on so there may always be a difference.

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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Aug 13, 2011 6:09 am 
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Thanks for the answer kat.

This problem is caused by different values of normals in the seam of the normal map or by the uv mapping alone (i.e. vertices having multiple values of u,v would be split) ?

Do you have some article or anything that can help me fixing this? Or some tip for avoiding it next time?

The normal map:
http://imageshack.us/photo/my-images/818/38759411.jpg/

It rendered with problems:
http://imageshack.us/photo/my-images/148/80847445.jpg/


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 Post subject: Re: Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Aug 13, 2011 7:11 am 
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Do you have a UVW seams along that edge? That's likely causing the problem. Not sure how you made the normal map but ideally you need to do a highpoly/lowpoly bake for characters and/or 'unique' objects otherwise you'll get issues like you're seeing if you 'wrap' a standard texture around a mesh (cute character by the way). Also, when you unwrap your mesh, it's best to think about UV seams from the point of view of 'hiding' them, you *really* don't want them to be seen so place them under arms (armpits), between legs and so on, places the player won't normally see.

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 Post subject: Re: Blender 2.49+/- Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Aug 13, 2011 2:37 pm 
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kat wrote:
Do you have a UVW seams along that edge? That's likely causing the problem. Not sure how you made the normal map but ideally you need to do a highpoly/lowpoly bake for characters and/or 'unique' objects otherwise you'll get issues like you're seeing if you 'wrap' a standard texture around a mesh (cute character by the way).


Thank you, my girlfriend did it :). Yes I have a seam around that edge. The UV map was created automatically and I did a highpoly/lowpoly bake using xNormal.

kat wrote:
Also, when you unwrap your mesh, it's best to think about UV seams from the point of view of 'hiding' them, you *really* don't want them to be seen so place them under arms (armpits), between legs and so on, places the player won't normally see.


I get it. So, there is just not way around seams? That is, I can't enforce smooth groups on these edges, is this correct ?

What wonder myself is how the doom 3 characters were able to lead with this. I mean, the following character should have a seam cutting his face in the middle. But I cant notice anything. How do they do this?

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 Post subject: Re: Blender 2.49+/- Blender2md5 exporter 0.94 2006-02-09
PostPosted: Sat Aug 13, 2011 5:35 pm 
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It's done using "unSmoothedTangents" in the characters material iirc. Open the file and you should see that in there somewhere, if you remove it, it'll cause the splits to be seen.

And yes, there's no way to avoid seams so it's always best to hide them or place them where a split would be logical (a hard edge for example).

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