ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am    Post subject: writing an MD5 exporter in MEL (Maya8): hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm    Post subject: : If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. Smile
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm    Post subject: : thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm    Post subject: : Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



darknesz@Posted: Wed Jan 24, 2007 11:08 am    Post subject: : Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm    Post subject: :
darknesz wrote:

i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm    Post subject: : great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm    Post subject: :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. Smile
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



geartype@Posted: Wed Apr 25, 2007 1:27 am    Post subject: : just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm    Post subject: MD5 exporter MEL script for well dur.... Maya!: I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm    Post subject: : I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!
_________________
Where is the life we have lost in living?
Where is the wisdom we have lost in knowledge?
Where is the knowledge we have lost in information?



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am    Post subject: writing an MD5 exporter in MEL (Maya8): hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm    Post subject: : If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. Smile
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm    Post subject: : thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm    Post subject: : Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



darknesz@Posted: Wed Jan 24, 2007 11:08 am    Post subject: : Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm    Post subject: :
darknesz wrote:

i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm    Post subject: : great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm    Post subject: :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. Smile
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



geartype@Posted: Wed Apr 25, 2007 1:27 am    Post subject: : just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm    Post subject: MD5 exporter MEL script for well dur.... Maya!: I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm    Post subject: : I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!
_________________
Where is the life we have lost in living?
Where is the wisdom we have lost in knowledge?
Where is the knowledge we have lost in information?



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710



ehmdjii@Posted: Wed Oct 25, 2006 9:02 am :
hello, we all want to get our animated, skeletal models from Maya8 to the MD5 format. and if i am not mistaken, there is currently no way to do so.
(the MayaImportx86.dll only works with maya7)

so, i am thinking about writing a MD5-exporter in MEL.
how hard can that be? and is it even possible? has anyone already tried something like that?



der_ton@Posted: Thu Oct 26, 2006 8:08 pm :
If MEL scripts have access to a mesh, its UVs and skin information and to the skeleton and its animation (I assume they do), and if MEL scripts can write data into files, and if you can do math in MEL scripts, then it is definitely possible. :)



ehmdjii@Posted: Thu Oct 26, 2006 8:13 pm :
thanks for the info.

der_ton, how long did it take you to write your 3dsmax exporter? and was it very complicated?



der_ton@Posted: Thu Oct 26, 2006 8:16 pm :
Hmm, both the 3dsmax and blender exporters took a few weeks, but that wasn't "full time" and alot of it was spent on getting to know the APIs and languages.



darknesz@Posted: Wed Jan 24, 2007 11:08 am :
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

what is the up-to-date maya-md5-export-dll???

know someone a workaround of this prob --> 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)

i want a direct exportplugin for maya...



ehmdjii@Posted: Wed Jan 24, 2007 12:27 pm :
darknesz wrote:
i want a direct exportplugin for maya...


yeah, me too.
i am in the middle of writing one in MEL. but it will take some time and i only have little....



darknesz@Posted: Wed Jan 24, 2007 4:59 pm :
great!!
i hope its not take so long.

if you need a beta tester, I am much interest..



der_ton@Posted: Wed Jan 24, 2007 7:33 pm :
darknesz wrote:
Maya 8.5 Supported now pyhton. is it possible to make some little change on the code of the blender md5 export script, to use this code for maya?

Wow, that's interesting news! Yeah some of the code could certainly be reused, everyone who wants to work with this, go ahead. :)



geartype@Posted: Wed Apr 25, 2007 1:27 am :
just wanted to answer the "what mel can do" question(even if it matters little):

The entire interface, for the most part, of maya is written in mel. So having access to the model's verts and normals is very possible as is any uv and bone information. Mel can do most logical math functions(even sin/cos) and can write files.



kensvehla@Posted: Mon May 14, 2007 5:31 pm :
I had found this plugin for Maya for MD5's although while running the plugin it gives me a shader error which I'm assuming is my own fault, but other than that it seems to work just fine. Let me know if you guys have any luck with it.


http://scripts.zbufferstudios.com/



elusive@Posted: Tue May 15, 2007 9:49 pm :
I checked it out and I also got an error that says:
"Error evaluating argument at position 1 in procedure "'justJoints'"

But this exporter is very cool though! It creates the md5mesh, md5anim, the def and material file!



Hunnenkoenig@Posted: Sun Jun 03, 2007 9:38 pm :
Hi!

Did you finish your md5 exporter for maya 8.5? I need it badly!

The script from zbufferstudios doesn't work for me. I don't know maya. I need an exporter, where i push a button and i get an md5 anim :lol:



ehmdjii@Posted: Mon Jun 04, 2007 9:03 am :
no, it is not done yet, but i am still working on it every now and then.

MEL is just so strange if you do c++ all day long... ;)



hyperion_5@Posted: Tue Jun 05, 2007 5:15 pm :
I wrote that exporter and have posted a thread about it here:

http://www.doom3world.org/phpbb2/viewtopic.php?t=19710