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 Post subject: MD5 to 3DSMax importer
PostPosted: Sun Aug 08, 2004 6:02 pm 
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Plasma Spammer
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Update: check my latest posts below...

Outdated info about the first version, left for historical reasons: This is an importer that imports MD5 files into 3ds max4, 5, 6, 7 and gmax. It's currently version 0.9, and doesn't read md5anims. Also I've encountered a strange hole in the mesh for the vagary.md5mesh. I investigated that for hours today but couldn't find the bug. But since it's not suposed to be the final version, and since I need more feedback anyway, it should be ok for the time being.

Next I'll update the md5 exporter so we can actually put this importer to any use. :)

http://home.mnet-online.de/der/3dsmax-md5importer.zip (whopping 5 kb)

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Last edited by der_ton on Thu Apr 19, 2007 11:43 am, edited 6 times in total.

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 Post subject:
PostPosted: Sun Aug 08, 2004 6:21 pm 
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I haven't tried all the models yet, but the guardian and cyber demon seem to work fine. I played with the guardian's skeleton a little bit, and the only odd thing I noticed was if you move the bone in one of his horns, there seems to be a stray vertice in the other horn that moves with it. It might be something Id did on purpose since it seems to be the same with both horns...

Importing Sabaoth and Maledict, however, crashed Max after they appeared in the viewport.

Great job, though! Definitely making progress. And I can't wait for your exporter :D

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 Post subject:
PostPosted: Sun Aug 08, 2004 7:27 pm 
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bullet wrote:
Importing Sabaoth and Maledict, however, crashed Max after they appeared in the viewport.

Hmm... too bad I can't look at them yet, don't want to spoil the game. I guess that's a good excuse for playing the game some more now. ;)

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PostPosted: Sun Aug 08, 2004 7:55 pm 
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Awesome, der.

BTW, I couldn't get the Sabaoth model to crash gmax after import. There is a small bug with one or more of its verts it seems. I would post a screenie, but I don't want to ruin it for der_ton ;)


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PostPosted: Sun Aug 08, 2004 8:13 pm 
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der_ton wrote:
bullet wrote:
Importing Sabaoth and Maledict, however, crashed Max after they appeared in the viewport.

too bad I can't look at them yet, don't want to spoil the game.

:lol:

Greetings.


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 Post subject:
PostPosted: Sun Aug 08, 2004 8:42 pm 
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This is great, it imports with the skeleton and skin modifier, I couldnt ask for more.
We just need a new exporter now, becuase the game asks for "version 10" of the md5mesh.
So close to having my Imp with a round head :P

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PostPosted: Mon Aug 09, 2004 5:56 am 
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is connecting to Doom3world.org
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Thanks to your awesome plugin I know have this cool ass avatar.


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 Post subject:
PostPosted: Mon Aug 09, 2004 6:19 am 
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Excellent work der_ton, thank you very much.


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PostPosted: Wed Aug 11, 2004 12:38 am 
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Where do you install this plugin? Im not that familiar with 3dsmax, but im trying to learn. Could someone tell me?


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 Post subject:
PostPosted: Wed Aug 11, 2004 12:54 am 
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You don't install it. In the MaxScript menu you select Open Script... and browse your way to the script, and open it. Then you press Ctrl-E to start it.

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 Post subject: Hey check this out
PostPosted: Wed Aug 11, 2004 12:25 pm 
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The first 10 posts have been the best...

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Hey der check this out its some script im not sure if it can help u but check it out its for .md5

http://bane.servebeer.com/programming/b ... d5-0.21.py

here is the original website

http://bane.servebeer.com/programming/blender/


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PostPosted: Wed Aug 11, 2004 1:37 pm 
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Yep I know this one. Check out the Blender subforum here, and see that I made a post about that some months ago. :)
It's not too functional at the moment, no skeleton import, no weighting, and not the final MD5 format.
But thanks anyway, I'll rather get updated twice on stuff I already know than miss out stuff I don't know because someone assumes that I already know. :)

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 Post subject:
PostPosted: Wed Aug 18, 2004 12:51 pm 
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this need to be STICKY :)


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PostPosted: Sat Aug 21, 2004 12:38 am 
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It's updated to v0.91, I added an option so that the importer does not reorganize the bone orientations. This looks kinda ugly in max, because the original bone orientations stored in the md5 are maya-style, which means bones extend along their y axis, versus z axis in max.
But now that (when the option is off) the original orientations are preserved, the exported mesh will work with original md5anims.
Even though the bone layout may look stupid, it works, it's not a hack, and the parenting in the skeleton structure does not depend on bones forming a physical chain with their children. Animating it is not really harder. Only selection of bones might be harder, because you can get confused more easily with some bones having unintuitive layout.

This is kinda shoved out in a hurry since I'm gone for the next two days. Let's see if I fucked up anything. Couldn't really test it much. :)

Edit: no I won't be away this weekend, plans changed. :)

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 Post subject:
PostPosted: Wed Aug 25, 2004 1:00 am 
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Here is V0.92, I added md5camera import.

http://home.tiscali.de/der_ton/3dsmax-md5importer.zip (6 kb)

http://home.tiscali.de/der_ton/3dsmax-md5scripts.zip (14 kb, includes importer and exporter)

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 Post subject:
PostPosted: Wed Aug 25, 2004 1:10 am 
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It seems the new importer zip is corrupt. The combined one is fine though.


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 Post subject:
PostPosted: Wed Aug 25, 2004 1:13 am 
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Quote:
Even though the bone layout may look stupid, it works, it's not a hack, and the parenting in the skeleton structure does not depend on bones forming a physical chain with their children. Animating it is not really harder. Only selection of bones might be harder, because you can get confused more easily with some bones having unintuitive layout.

I think this is fine since you can switch off the bones all together and just view the "links" which would make perfect sense.


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PostPosted: Wed Aug 25, 2004 1:33 am 
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Thanks obihb, I reuploaded the zip, it's fixed now.

Another word about the camera import usage:
If the "import to selected camera" checkbox is checked, then the animation will be written to the selected camera. If not, a new camera with the name of the md5camera file will be generated.
The "Import at frame #" input is used to move the imported anim to that frame. This makes it easy to append camera animations. That's useful because Doom3 sometimes uses several md5camera files for a scene.

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 Post subject:
PostPosted: Mon Aug 30, 2004 12:47 am 
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Ive got some funk going on:

Half the time when I try to import, it says there's a MaxScript error but it can't give details. Othertimes, the mesh will import but it is unbelievably skewed, beyond recognition, and any attempt to alter any form of it (even some camera movements) causes a plethora of problems, often resulting in Max shutting itself down.

I've never had any problems with Max before, just using this importer. I'm using Max 6.


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 Post subject:
PostPosted: Mon Aug 30, 2004 1:04 am 
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What md5mesh are you trying to import when the problem occurs?
Did you open the MaxScript listener (F11) and read the error?

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