Edit Updated on 2008-12-17
http://home.mnet-online.de/der/3dsmax-md5exporter.zip (9 kb)
OUTDATED INFO:
I´ve written an exporter script that generates md5mesh + anims (for both animated
characters and animated
cameras).
http://www.doom3world.org/doom3/der_ton ... porter.zipRead the readme please, and don´t expect it to work if you had some exotic way of animating or organizing your animated character. The animation of the skin-modifier (for skeletal animation) is exported, nothing else. Most importantly, your character has to consist of ONE object only (if you have several objects, use the "attach" function in 3dsmax, your objects will be merged and the resulting object will have a multi/submaterial, which is exactly what my exporter handles).
Camera export is extremely stable, due to extensive testing by
oneofthe8devilz, thanks alot dude!
He also included a tutorial text with some more detailed information on how to get the camera-anim into Doom3. There´s a script included for obj-import into 3dsmax, which is needed to have your scenery show up, so you can plan your camera paths exactly.
Post feedback any feedback in this thread, please.
If an error pops up, please tell me the context, that is the output in the maxscript listener window (you may have to open it by selecting it in the maxscript menu).
GMAX:
Exporting to a file doesn´t work with gmax, but actually the output for camera animations would be small enough (in many cases) to output it as text to the maxscript listener window and then the user can copy&paste it into a file. If there´s demand for that, let me know. (Theoretically, md5mesh output can be handled the same way, but meshes are usually alot larger than those 10000 characters that you can copy&paste from the listener window.)
If there are other
legal options to make this usable for gmax, tell me.[/b]