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07. February 2012, 03:40:38 AM
Xith3D CommunityXith3D InternalsDeveloper discussion (Moderators: Marvin Fröhlich, 'n ddrylliog)MD5Loader
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Marvin Fröhlich
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« on: 06. October 2007, 01:29:44 AM »

I have ported "the kman"'s MD5 loader to JAGaToo and added a basic implementation to Xith3D. I have also added a testcase to xith-tk.

I'm not sure, if I understand the MD5 format correctly. But it seems, that each animation is defined in its own file. (Am I right?). I'm also not sure about the animation speed. With default speed settings the animation seems very slow. It seems correct with doubled speed.

It's very strange, that I found only exactly ONE MD5 level on the net. And the texture was unavailable. Would be very cool, if someone could either point me to a downloadable MD5 model with textures and ideally with more than one animation or export a model from blender to MD5 and give it to me.

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'n ddrylliog
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« Reply #1 on: 10. October 2007, 12:03:15 PM »

Did you have success with the fantassin model I sent you ?
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Marvin Fröhlich
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« Reply #2 on: 10. October 2007, 01:10:26 PM »

Did you have success with the fantassin model I sent you ?

Well, yes. It is loaded. But looks a bit strange. And there's only one animation, too. Does the blender model have only one animation or is it a missing feature in the MD5 exporter?

Marvin
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'n ddrylliog
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« Reply #3 on: 10. October 2007, 01:51:36 PM »

What do you mean, it looks strange ? Screenie please Cheesy

For the animation, yes it has only one. And to have multiple animations, you'd have to export several times in Blender, with a different .md5anim file each time.
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'n ddrylliog
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« Reply #4 on: 10. October 2007, 01:54:47 PM »

Oh yes, I know what you mean (I just ran the test).. well looks like a problem with the importer or the Blender exporter to me... does the other MD5 model display fine ?
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Marvin Fröhlich
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« Reply #5 on: 10. October 2007, 05:47:58 PM »

For the animation, yes it has only one. And to have multiple animations, you'd have to export several times in Blender, with a different .md5anim file each time.

What I meant, was "Does the original model have more than one animation? And is the exporter able to export more than one.". So, you say, yes, it has and it can. Would be very helpful to have two or three more animations to test. Could you maybe export some more?

Oh yes, I know what you mean (I just ran the test).. well looks like a problem with the importer or the Blender exporter to me... does the other MD5 model display fine ?

Yes, the other model looks ok. So it seems to be the exporter.

Marvin
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hell32
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« Reply #6 on: 18. March 2009, 10:58:14 AM »

did you have any simple tutorial for applying animations for bones of model in 3ds max and than export it?

and where i can get md5 exporter for 3ds max?..(who without any bugs while exporting Wink)
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« Reply #7 on: 18. March 2009, 11:32:30 AM »

Hi,

did you have any simple tutorial for applying animations for bones of model in 3ds max and than export it?

I know nothing about such a tutorial.

and where i can get md5 exporter for 3ds max?..(who without any bugs while exporting Wink)

Maybe this is what you need:
http://www.katsbits.com/files/md5/MD5Exporter.zip.

It can be found here.

Regards
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Marvin Fröhlich
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« Reply #8 on: 18. March 2009, 07:04:33 PM »

did you have any simple tutorial for applying animations for bones of model in 3ds max and than export it?

Afaik, 3DS Max doesn't use bone animation, but nested transforms. At least this is, what is coming from the 3ds files.

Marvin
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hell32
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« Reply #9 on: 19. March 2009, 08:41:29 AM »

did you have any simple tutorial for applying animations for bones of model in 3ds max and than export it?

Afaik, 3DS Max doesn't use bone animation, but nested transforms. At least this is, what is coming from the 3ds files.

Marvin

i know, i works some years ago...with blitz3d and i know what 3ds doesn't use skinning, for skinning was b3d format

o..yes...i read some papers, with applying bone animations for models and export into md5 for doom3

and i have an question, how to load many animations from animation files for animation of the model...

i think md5 it can use...

and how set/play/mix animations like in fbx (XNA/DX) model format?
can you post some code please... Roll Eyes
« Last Edit: 19. March 2009, 10:41:47 AM by hell32 » Logged

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Marvin Fröhlich
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« Reply #10 on: 19. March 2009, 08:13:36 PM »

and how set/play/mix animations like in fbx (XNA/DX) model format?
can you post some code please... Roll Eyes

You really shoudn't mix animations on coding level. Do this in the modeller.

Marvin
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hell32
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« Reply #11 on: 20. March 2009, 07:30:53 AM »

hmmm...i remember video tutorials about XNA, and animations was mixed by medium value of current frames of the current animation and first frames of the second animation...and it mixes animation very nice..and all in program level....at the monday i will put parts from code in XNA, what shows mix of animation Wink
« Last Edit: 20. March 2009, 07:34:39 AM by hell32 » Logged

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Marvin Fröhlich
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« Reply #12 on: 20. March 2009, 12:47:21 PM »

I didn't say, that mixing animation on coding level isn't possible in Xith3D Wink. You can simply do this by concatenating the data in the attached ModelAnimation instances. But I personally think, that modelling is something, that should be done in a modeller and carved in stone into a model file and then loaded as is.

Marvin
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Mathias 'cylab' Henze
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« Reply #13 on: 20. March 2009, 01:36:47 PM »

I disagree. If the tweaking the animation on coding level give some more lifelike appearance or smother transition, it is a good thing. Think about the parametric model animation in crysis - it is great. But I also think, you should do that only, if it is crucial for your game, or you have time left and want to do some polishing.
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'n ddrylliog
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« Reply #14 on: 21. March 2009, 01:14:35 PM »

btw, Cal3D used to have/still has nice demos with animation mixing/blending, really shows the power of it.
And no, having to do it in the modeller is a pain in the ass, because you don't want to export by hand each possible combination of your animations.
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