i'm currently playing around with an md5 loader for jogl.
i exported a small testmodel from blender so i can get through the whole model loading process step by step.
right now i'm encountering a problem though since i can't get the vertex normals right.

on the right side is the result of a modelviewer from
http://tfc.duke.free.fr/.
the problem is that although the mesh only has 9 verts 24 weights are exported and the mesh is split up into 8 independent triangles.
i've tried loads of different settings while exporting but i don't the correct result so i hope you guys can help me out.
Try exporting a 'solid' mesh (a box). A flat plain has open edges which aren't liked too much (it shouldn't cause a problem but you never know). If this is for a custom MD5 reader then you'll need to check the source code of whatever is using the MD5 format (I'm assuming it's not for any idtech4 powered games you're testing this on?)
The exporter duplicates vertices on UV seams because that's what the MD5 format requires. So on triangle borders that have no UVs it thinks that the vertices need to be split because the UVs are discontinuous everywhere. I assume that's what's causing the problem, and it will go away if you just slap some planar UVs onto the object.
i'm currently playing around with an md5 loader for jogl.
i exported a small testmodel from blender so i can get through the whole model loading process step by step.
right now i'm encountering a problem though since i can't get the vertex normals right.

on the right side is the result of a modelviewer from
http://tfc.duke.free.fr/.
the problem is that although the mesh only has 9 verts 24 weights are exported and the mesh is split up into 8 independent triangles.
i've tried loads of different settings while exporting but i don't the correct result so i hope you guys can help me out.
Try exporting a 'solid' mesh (a box). A flat plain has open edges which aren't liked too much (it shouldn't cause a problem but you never know). If this is for a custom MD5 reader then you'll need to check the source code of whatever is using the MD5 format (I'm assuming it's not for any idtech4 powered games you're testing this on?)
The exporter duplicates vertices on UV seams because that's what the MD5 format requires. So on triangle borders that have no UVs it thinks that the vertices need to be split because the UVs are discontinuous everywhere. I assume that's what's causing the problem, and it will go away if you just slap some planar UVs onto the object.