ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm :
hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm :
I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am :
really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am :
There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.



ehmdjii@Posted: Fri Jan 12, 2007 11:26 am :
thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. :-)

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm :
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm :
thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am :
I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.



ehmdjii@Posted: Fri May 11, 2007 2:17 pm :
der_ton wrote:

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm :
You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong



ehmdjii@Posted: Sun May 13, 2007 9:54 am :
thank you!



hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm :
I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm :
hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm :
I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am :
really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am :
There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.



ehmdjii@Posted: Fri Jan 12, 2007 11:26 am :
thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. :-)

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm :
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm :
thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am :
I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.



ehmdjii@Posted: Fri May 11, 2007 2:17 pm :
der_ton wrote:

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm :
You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong



ehmdjii@Posted: Sun May 13, 2007 9:54 am :
thank you!



hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm :
I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm :
hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm :
I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am :
really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am :
There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.



ehmdjii@Posted: Fri Jan 12, 2007 11:26 am :
thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. :-)

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm :
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm :
thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am :
I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.



ehmdjii@Posted: Fri May 11, 2007 2:17 pm :
der_ton wrote:

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm :
You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong



ehmdjii@Posted: Sun May 13, 2007 9:54 am :
thank you!



hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm :
I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm :
hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm :
I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am :
really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am :
There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.



ehmdjii@Posted: Fri Jan 12, 2007 11:26 am :
thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. :-)

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm :
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm :
thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am :
I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.



ehmdjii@Posted: Fri May 11, 2007 2:17 pm :
der_ton wrote:

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm :
You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong



ehmdjii@Posted: Sun May 13, 2007 9:54 am :
thank you!



hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm :
I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm :
hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm :
I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am :
really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am :
There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.



ehmdjii@Posted: Fri Jan 12, 2007 11:26 am :
thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. :-)

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm :
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm :
thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am :
I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.



ehmdjii@Posted: Fri May 11, 2007 2:17 pm :
der_ton wrote:

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm :
You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong



ehmdjii@Posted: Sun May 13, 2007 9:54 am :
thank you!



hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm :
I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm    Post subject: md5anim baseframe: hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm    Post subject: : I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)
_________________
"And remember, respect is everything" - GTA2



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am    Post subject: : really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am    Post subject: : There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.
_________________
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: Fri Jan 12, 2007 11:26 am    Post subject: : thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. Smile

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm    Post subject: Re: md5anim baseframe:
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm    Post subject: : thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am    Post subject: : I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Fri May 11, 2007 2:17 pm    Post subject: :
der_ton wrote:


weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm    Post subject: : You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong
_________________
//g0th



ehmdjii@Posted: Sun May 13, 2007 9:54 am    Post subject: : thank you!


ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm    Post subject: md5anim baseframe: hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm    Post subject: : I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)
_________________
"And remember, respect is everything" - GTA2



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am    Post subject: : really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am    Post subject: : There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.
_________________
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: Fri Jan 12, 2007 11:26 am    Post subject: : thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. Smile

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm    Post subject: Re: md5anim baseframe:
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm    Post subject: : thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am    Post subject: : I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Fri May 11, 2007 2:17 pm    Post subject: :
der_ton wrote:


weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm    Post subject: : You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong
_________________
//g0th



ehmdjii@Posted: Sun May 13, 2007 9:54 am    Post subject: : thank you!


hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm    Post subject: zbufferstudios exporter: I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm :
hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm :
I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am :
really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am :
There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.



ehmdjii@Posted: Fri Jan 12, 2007 11:26 am :
thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. :-)

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm :
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm :
thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am :
I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.



ehmdjii@Posted: Fri May 11, 2007 2:17 pm :
der_ton wrote:

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm :
You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong



ehmdjii@Posted: Sun May 13, 2007 9:54 am :
thank you!



hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm :
I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm :
hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm :
I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am :
really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am :
There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.



ehmdjii@Posted: Fri Jan 12, 2007 11:26 am :
thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. :-)

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm :
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm :
thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am :
I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.



ehmdjii@Posted: Fri May 11, 2007 2:17 pm :
der_ton wrote:

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm :
You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong



ehmdjii@Posted: Sun May 13, 2007 9:54 am :
thank you!



hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm :
I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm :
hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm :
I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am :
really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am :
There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.



ehmdjii@Posted: Fri Jan 12, 2007 11:26 am :
thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. :-)

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm :
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm :
thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am :
I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.



ehmdjii@Posted: Fri May 11, 2007 2:17 pm :
der_ton wrote:

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm :
You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong



ehmdjii@Posted: Sun May 13, 2007 9:54 am :
thank you!



hyperion_5@Posted: Tue Jun 05, 2007 6:27 pm :
I authored that script and here is the thread I put up about it.

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



ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm    Post subject: md5anim baseframe: hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm    Post subject: : I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)
_________________
"And remember, respect is everything" - GTA2



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am    Post subject: : really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am    Post subject: : There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.
_________________
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: Fri Jan 12, 2007 11:26 am    Post subject: : thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. Smile

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm    Post subject: Re: md5anim baseframe:
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm    Post subject: : thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am    Post subject: : I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Fri May 11, 2007 2:17 pm    Post subject: :
der_ton wrote:


weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm    Post subject: : You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong
_________________
//g0th



ehmdjii@Posted: Sun May 13, 2007 9:54 am    Post subject: : thank you!


ehmdjii@Posted: Thu Jan 11, 2007 11:16 pm    Post subject: md5anim baseframe: hello,
i am writing an md5exporter in mel.

if i understood it then the baseframe part in an md5anim file is a frame to which all other frames are relative. right?

my question is how do i get the baseframe?
what is it? is it the bindbose?

technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?



Kamikazee@Posted: Thu Jan 11, 2007 11:23 pm    Post subject: : I thought there are already some importers/exporter written for Maya, so you could try to take a look in those. (Given that they are made in MEL too.)
_________________
"And remember, respect is everything" - GTA2



ehmdjii@Posted: Fri Jan 12, 2007 10:58 am    Post subject: : really?
i have been searching for a maya (8) exporter for a long time now, but wasnt successful yet. if there are some, i'd be glad if you could point me to them.



elusive@Posted: Fri Jan 12, 2007 11:20 am    Post subject: : There is a md5toMaya importer that works very well.
Exporting animations from Maya to md5 is only possible with the MayaImportX86.dll from Doom3 afaik.
But this dll is only avaible for Maya 4-7 unfortunately.
_________________
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: Fri Jan 12, 2007 11:26 am    Post subject: : thanks.
yepp the dll has not been working for maya8 for me.

maybe i can look into that importer to get information for my exporter. Smile

but back to the original question:

what exactly is the definition of this "baseframe" int the md5anim file.



der_ton@Posted: Sat Jan 13, 2007 5:02 pm    Post subject: Re: md5anim baseframe:
ehmdjii wrote:
technically i can choose the baseframe myself as long as the relative joint rotations and translations in the other frames are correct. right?

Yep that's right. If you use the first animation frame as the baseframe instead of the bindpose, chances are that you can save some md5anim filesize because values that never change from their baseframe value don't have to be included in the animation data.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Sat Jan 13, 2007 8:39 pm    Post subject: : thanks der_ton.

i know you are more into max and blender, but do you by any chance know a way on how to get the weights positions in maya?



der_ton@Posted: Sun Jan 14, 2007 10:39 am    Post subject: : I don't know MEL or Maya well, but in Blender and Max there is no such thing as weight positions. You have to calculate the md5 weight positions from the vertex positions and the bone transform matrices. A "weight position" is the position of that weight's vertex, expressed in that weight's bone's local coordinate space.

weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)

In other words, the weight position is such that
vertex.animated_pos = weight.pos * bone.animated_modelspacematrix
which is the core of skeletal animation, and which probably looks more familiar.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Fri May 11, 2007 2:17 pm    Post subject: :
der_ton wrote:


weight.pos = vertex.bindpose_pos * inverted(bone.bindpose_modelspacematrix)


thanks a lot der_ton.

anybody happens to know what the corresponding variables are in MEL?
i.e. how do i query vertex.bind_pos and bone.bindpose_modelspacematrix ?

thanks!



g0th@Posted: Fri May 11, 2007 9:54 pm    Post subject: : You might wanna check http://scripts.zbufferstudios.com/ out. They got a md5 exporter script there. I am not sure if its for maya 8 thought but I think it is working on 7 8 8,5 but I might be wrong
_________________
//g0th



ehmdjii@Posted: Sun May 13, 2007 9:54 am    Post subject: : thank you!