ehmdjii@Posted: Tue Sep 12, 2006 9:21 am :
hello,
i am looking for an up to date maya to md5 (version 10) exporter. the sticky here in this forum only exports to version 6.

all i found was:
on this page
http://www.iddevnet.com/doom3/modelexport.php
it says:

"The files have to be processed using a built in tool to convert the Maya files to .md5mesh and .md5anim files."

but unfortunately i could not find this tool in the doom3 sdk.

thanks!



Kamikazee@Posted: Tue Sep 12, 2006 9:57 am :
The built-in tool is built into the engine, and must be issued with a console command. (Much like typing "editor" into the console to launch the map editor)

AFAIK, it's "exportmodels". See ModWiki: Exportmodels (console command) on how to use it, it also links to more info on iddevnet.com.



ehmdjii@Posted: Tue Sep 12, 2006 10:23 am :
thank you.

does that mean, that you have to own a doom3engine-based game to use this tool?



Kamikazee@Posted: Tue Sep 12, 2006 11:00 am :
Of course... With "the console", I mean the in-game console.



ehmdjii@Posted: Wed Sep 13, 2006 9:09 am :
ok thanks!
luckily i have quake4, so i started the console using Quake3Ded.exe and tried to export a sample model using:

exportModels test.def

which gives me this output:


Code:
]reexportmodels test.def
Converting md5/berserker_ref.ma to C:/Programme/id Software/Quake 4/q4base/md5/berserker_ref.md5mesh...
Loading file...
Creating joints...
Creating meshes...
WARNING: file C:/Programme/id Software/Quake 4/q4base/def/test.def, line 4: Failed to export 'C:/Programme/id Software/Quake 4/q4base/md5/berserker_ref.ma' : kObjectNameFilter: Error getting skin cluster ((kInvalidParameter): Object is incompatible with this method)


does anyone know what the problem could be? i tried mb files and ma files exported from Maya6.0.

edit: i have now also been trying to use the models from the Q4SDK, but it gives me the same error. here is my simple def file:

export test_neu {
options -sourcedir md5 -destdir md5
mesh berserker_ref.ma
}



ehmdjii@Posted: Wed Sep 20, 2006 2:34 pm :
did anyone of you guys ever get this exportmodels command to work as supposed?

the last week i have been trying it from different games which use the doom3 engine, but without any success.

either the game crashes, the above error message occurs, or nothing happens at all.

is there no other way to create MD5s out of Maya?



elusive@Posted: Wed Sep 27, 2006 1:17 pm :
Hm first of all don't use spaces in filename or paths.
I think the error you got has something to do with the weight maps of the model. I can remember that some of our animators got that message some months ago. He binded the skeleton to the model again and it worked.
I'm not sure it's the same problem here. Doom 3 can be very creative when it comes to error messages



ehmdjii@Posted: Tue Sep 12, 2006 9:21 am :
hello,
i am looking for an up to date maya to md5 (version 10) exporter. the sticky here in this forum only exports to version 6.

all i found was:
on this page
http://www.iddevnet.com/doom3/modelexport.php
it says:

"The files have to be processed using a built in tool to convert the Maya files to .md5mesh and .md5anim files."

but unfortunately i could not find this tool in the doom3 sdk.

thanks!



Kamikazee@Posted: Tue Sep 12, 2006 9:57 am :
The built-in tool is built into the engine, and must be issued with a console command. (Much like typing "editor" into the console to launch the map editor)

AFAIK, it's "exportmodels". See ModWiki: Exportmodels (console command) on how to use it, it also links to more info on iddevnet.com.



ehmdjii@Posted: Tue Sep 12, 2006 10:23 am :
thank you.

does that mean, that you have to own a doom3engine-based game to use this tool?



Kamikazee@Posted: Tue Sep 12, 2006 11:00 am :
Of course... With "the console", I mean the in-game console.



ehmdjii@Posted: Wed Sep 13, 2006 9:09 am :
ok thanks!
luckily i have quake4, so i started the console using Quake3Ded.exe and tried to export a sample model using:

exportModels test.def

which gives me this output:


Code:
]reexportmodels test.def
Converting md5/berserker_ref.ma to C:/Programme/id Software/Quake 4/q4base/md5/berserker_ref.md5mesh...
Loading file...
Creating joints...
Creating meshes...
WARNING: file C:/Programme/id Software/Quake 4/q4base/def/test.def, line 4: Failed to export 'C:/Programme/id Software/Quake 4/q4base/md5/berserker_ref.ma' : kObjectNameFilter: Error getting skin cluster ((kInvalidParameter): Object is incompatible with this method)


does anyone know what the problem could be? i tried mb files and ma files exported from Maya6.0.

edit: i have now also been trying to use the models from the Q4SDK, but it gives me the same error. here is my simple def file:

export test_neu {
options -sourcedir md5 -destdir md5
mesh berserker_ref.ma
}



ehmdjii@Posted: Wed Sep 20, 2006 2:34 pm :
did anyone of you guys ever get this exportmodels command to work as supposed?

the last week i have been trying it from different games which use the doom3 engine, but without any success.

either the game crashes, the above error message occurs, or nothing happens at all.

is there no other way to create MD5s out of Maya?



elusive@Posted: Wed Sep 27, 2006 1:17 pm :
Hm first of all don't use spaces in filename or paths.
I think the error you got has something to do with the weight maps of the model. I can remember that some of our animators got that message some months ago. He binded the skeleton to the model again and it worked.
I'm not sure it's the same problem here. Doom 3 can be very creative when it comes to error messages