Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



jizaboz@Posted: Tue Nov 08, 2005 11:09 pm :
Damn dude... you gotta show the Doom III engine just a little more respect than that!



krillerlap@Posted: Tue Nov 15, 2005 2:30 pm :
Hi all

Im having some diffuculties getting this to work with maya 7 *.ma files.
it seems i can export the bones fine, but when the mesh part of the code is runned, it crashes.
(around line 887 in skinnedmesh.cpp)

i can comment out some lines and thereby get to the md5anim export part, which also works, but the mesh is a no-go..

Anyone have had similar problems and solved it?

maybe there is just no change for the exporter to work with 7.0 (im a bit new to al this)



oDDity@Posted: Wed Nov 16, 2005 12:04 pm :
You need to get someone to recomplie the exporter to work wth maya 7.



Vile@Posted: Fri Jan 27, 2006 4:33 pm :
Can anybody re-upload the Maya 6 MD5 exporter from Cat?
It is very very important, so please if anyone still has this thing lying around somewhere, load it up or send it in a mail to recall_to_hell@gmx.de or vile@gmx.at.

Or contact us:
> IRC: de.quakenet.org | channel: #recalltohell
> ICQ: 314-771-156

Thx in advance.



der_ton@Posted: Sun Jan 29, 2006 1:21 pm :
http://home.tiscali.de/der_ton/ExportSkinnedMesh.rar

edit: I just re-read the beginning of the thread. This exporter uses an old md5 format and won't help you much. I don't think Cat ever updated his exporter for the final format because id software released exporter dlls for the different maya versions.



ehmdjii@Posted: Tue Sep 12, 2006 8:37 am :
yes, it exports to MD5Version 6, which is kinda outdated.
does anyone know of a newer version that exports from Maya to MD5Version 10?

thanks a lot!



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



jizaboz@Posted: Tue Nov 08, 2005 11:09 pm :
Damn dude... you gotta show the Doom III engine just a little more respect than that!



krillerlap@Posted: Tue Nov 15, 2005 2:30 pm :
Hi all

Im having some diffuculties getting this to work with maya 7 *.ma files.
it seems i can export the bones fine, but when the mesh part of the code is runned, it crashes.
(around line 887 in skinnedmesh.cpp)

i can comment out some lines and thereby get to the md5anim export part, which also works, but the mesh is a no-go..

Anyone have had similar problems and solved it?

maybe there is just no change for the exporter to work with 7.0 (im a bit new to al this)



oDDity@Posted: Wed Nov 16, 2005 12:04 pm :
You need to get someone to recomplie the exporter to work wth maya 7.



Vile@Posted: Fri Jan 27, 2006 4:33 pm :
Can anybody re-upload the Maya 6 MD5 exporter from Cat?
It is very very important, so please if anyone still has this thing lying around somewhere, load it up or send it in a mail to recall_to_hell@gmx.de or vile@gmx.at.

Or contact us:
> IRC: de.quakenet.org | channel: #recalltohell
> ICQ: 314-771-156

Thx in advance.



der_ton@Posted: Sun Jan 29, 2006 1:21 pm :
http://home.tiscali.de/der_ton/ExportSkinnedMesh.rar

edit: I just re-read the beginning of the thread. This exporter uses an old md5 format and won't help you much. I don't think Cat ever updated his exporter for the final format because id software released exporter dlls for the different maya versions.



ehmdjii@Posted: Tue Sep 12, 2006 8:37 am :
yes, it exports to MD5Version 6, which is kinda outdated.
does anyone know of a newer version that exports from Maya to MD5Version 10?

thanks a lot!



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm :
How do I paint weights? Ive never done anything with weights...



goliathvt@Posted: Tue Jul 13, 2004 12:09 pm :
Hey skatardude10... for some reason my PM to you isn't being sent. The text in the PM you sent me seems to have been cut off. Can you send me your .mb and .md5 files in an email to goliath[at]vt.edu? Thanks.

G



MosaFacku@Posted: Fri Aug 06, 2004 8:26 pm :
Hey Cat, why export 1/24th a second instead of 1/30th? I ask because at every game studio I've worked, we animate at 30fps, not 24. (30 video, 24 film) I haven't used the plugin yet, but I was wondering what impact, if any, this has on how the animation is displayed in the game and if it'd be better to animate at 24fps instead of 30 for this exporter.

Thanks!



der_ton@Posted: Fri Aug 06, 2004 8:58 pm :
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/



Cat@Posted: Fri Aug 06, 2004 9:46 pm :
I'm pretty sure der_ton's explanation is correct. Saves slightly on memory overhead as well.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



jizaboz@Posted: Tue Nov 08, 2005 11:09 pm :
Damn dude... you gotta show the Doom III engine just a little more respect than that!



krillerlap@Posted: Tue Nov 15, 2005 2:30 pm :
Hi all

Im having some diffuculties getting this to work with maya 7 *.ma files.
it seems i can export the bones fine, but when the mesh part of the code is runned, it crashes.
(around line 887 in skinnedmesh.cpp)

i can comment out some lines and thereby get to the md5anim export part, which also works, but the mesh is a no-go..

Anyone have had similar problems and solved it?

maybe there is just no change for the exporter to work with 7.0 (im a bit new to al this)



oDDity@Posted: Wed Nov 16, 2005 12:04 pm :
You need to get someone to recomplie the exporter to work wth maya 7.



Vile@Posted: Fri Jan 27, 2006 4:33 pm :
Can anybody re-upload the Maya 6 MD5 exporter from Cat?
It is very very important, so please if anyone still has this thing lying around somewhere, load it up or send it in a mail to recall_to_hell@gmx.de or vile@gmx.at.

Or contact us:
> IRC: de.quakenet.org | channel: #recalltohell
> ICQ: 314-771-156

Thx in advance.



der_ton@Posted: Sun Jan 29, 2006 1:21 pm :
http://home.tiscali.de/der_ton/ExportSkinnedMesh.rar

edit: I just re-read the beginning of the thread. This exporter uses an old md5 format and won't help you much. I don't think Cat ever updated his exporter for the final format because id software released exporter dlls for the different maya versions.



ehmdjii@Posted: Tue Sep 12, 2006 8:37 am :
yes, it exports to MD5Version 6, which is kinda outdated.
does anyone know of a newer version that exports from Maya to MD5Version 10?

thanks a lot!



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm :
How do I paint weights? Ive never done anything with weights...



goliathvt@Posted: Tue Jul 13, 2004 12:09 pm :
Hey skatardude10... for some reason my PM to you isn't being sent. The text in the PM you sent me seems to have been cut off. Can you send me your .mb and .md5 files in an email to goliath[at]vt.edu? Thanks.

G



MosaFacku@Posted: Fri Aug 06, 2004 8:26 pm :
Hey Cat, why export 1/24th a second instead of 1/30th? I ask because at every game studio I've worked, we animate at 30fps, not 24. (30 video, 24 film) I haven't used the plugin yet, but I was wondering what impact, if any, this has on how the animation is displayed in the game and if it'd be better to animate at 24fps instead of 30 for this exporter.

Thanks!



der_ton@Posted: Fri Aug 06, 2004 8:58 pm :
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/



Cat@Posted: Fri Aug 06, 2004 9:46 pm :
I'm pretty sure der_ton's explanation is correct. Saves slightly on memory overhead as well.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



jizaboz@Posted: Tue Nov 08, 2005 11:09 pm :
Damn dude... you gotta show the Doom III engine just a little more respect than that!



krillerlap@Posted: Tue Nov 15, 2005 2:30 pm :
Hi all

Im having some diffuculties getting this to work with maya 7 *.ma files.
it seems i can export the bones fine, but when the mesh part of the code is runned, it crashes.
(around line 887 in skinnedmesh.cpp)

i can comment out some lines and thereby get to the md5anim export part, which also works, but the mesh is a no-go..

Anyone have had similar problems and solved it?

maybe there is just no change for the exporter to work with 7.0 (im a bit new to al this)



oDDity@Posted: Wed Nov 16, 2005 12:04 pm :
You need to get someone to recomplie the exporter to work wth maya 7.



Vile@Posted: Fri Jan 27, 2006 4:33 pm :
Can anybody re-upload the Maya 6 MD5 exporter from Cat?
It is very very important, so please if anyone still has this thing lying around somewhere, load it up or send it in a mail to recall_to_hell@gmx.de or vile@gmx.at.

Or contact us:
> IRC: de.quakenet.org | channel: #recalltohell
> ICQ: 314-771-156

Thx in advance.



der_ton@Posted: Sun Jan 29, 2006 1:21 pm :
http://home.tiscali.de/der_ton/ExportSkinnedMesh.rar

edit: I just re-read the beginning of the thread. This exporter uses an old md5 format and won't help you much. I don't think Cat ever updated his exporter for the final format because id software released exporter dlls for the different maya versions.



ehmdjii@Posted: Tue Sep 12, 2006 8:37 am :
yes, it exports to MD5Version 6, which is kinda outdated.
does anyone know of a newer version that exports from Maya to MD5Version 10?

thanks a lot!



jizaboz@Posted: Tue Nov 08, 2005 11:09 pm    Post subject: : Damn dude... you gotta show the Doom III engine just a little more respect than that!


krillerlap@Posted: Tue Nov 15, 2005 2:30 pm    Post subject: Using the exporter with maya 7: Hi all

Im having some diffuculties getting this to work with maya 7 *.ma files.
it seems i can export the bones fine, but when the mesh part of the code is runned, it crashes.
(around line 887 in skinnedmesh.cpp)

i can comment out some lines and thereby get to the md5anim export part, which also works, but the mesh is a no-go..

Anyone have had similar problems and solved it?

maybe there is just no change for the exporter to work with 7.0 (im a bit new to al this)



oDDity@Posted: Wed Nov 16, 2005 12:04 pm    Post subject: : You need to get someone to recomplie the exporter to work wth maya 7.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



Vile@Posted: Fri Jan 27, 2006 4:33 pm    Post subject: : Can anybody re-upload the Maya 6 MD5 exporter from Cat?
It is very very important, so please if anyone still has this thing lying around somewhere, load it up or send it in a mail to recall_to_hell@gmx.de or vile@gmx.at.

Or contact us:
> IRC: de.quakenet.org | channel: #recalltohell
> ICQ: 314-771-156

Thx in advance.



der_ton@Posted: Sun Jan 29, 2006 1:21 pm    Post subject: : http://home.tiscali.de/der_ton/ExportSkinnedMesh.rar

edit: I just re-read the beginning of the thread. This exporter uses an old md5 format and won't help you much. I don't think Cat ever updated his exporter for the final format because id software released exporter dlls for the different maya versions.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Tue Sep 12, 2006 8:37 am    Post subject: : yes, it exports to MD5Version 6, which is kinda outdated.
does anyone know of a newer version that exports from Maya to MD5Version 10?

thanks a lot!



jizaboz@Posted: Tue Nov 08, 2005 11:09 pm    Post subject: : Damn dude... you gotta show the Doom III engine just a little more respect than that!


krillerlap@Posted: Tue Nov 15, 2005 2:30 pm    Post subject: Using the exporter with maya 7: Hi all

Im having some diffuculties getting this to work with maya 7 *.ma files.
it seems i can export the bones fine, but when the mesh part of the code is runned, it crashes.
(around line 887 in skinnedmesh.cpp)

i can comment out some lines and thereby get to the md5anim export part, which also works, but the mesh is a no-go..

Anyone have had similar problems and solved it?

maybe there is just no change for the exporter to work with 7.0 (im a bit new to al this)



oDDity@Posted: Wed Nov 16, 2005 12:04 pm    Post subject: : You need to get someone to recomplie the exporter to work wth maya 7.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site



Vile@Posted: Fri Jan 27, 2006 4:33 pm    Post subject: : Can anybody re-upload the Maya 6 MD5 exporter from Cat?
It is very very important, so please if anyone still has this thing lying around somewhere, load it up or send it in a mail to recall_to_hell@gmx.de or vile@gmx.at.

Or contact us:
> IRC: de.quakenet.org | channel: #recalltohell
> ICQ: 314-771-156

Thx in advance.



der_ton@Posted: Sun Jan 29, 2006 1:21 pm    Post subject: : http://home.tiscali.de/der_ton/ExportSkinnedMesh.rar

edit: I just re-read the beginning of the thread. This exporter uses an old md5 format and won't help you much. I don't think Cat ever updated his exporter for the final format because id software released exporter dlls for the different maya versions.
_________________
Staff
Modelviewer | 3DSMax<->MD5 | Blender<->MD5



ehmdjii@Posted: Tue Sep 12, 2006 8:37 am    Post subject: : yes, it exports to MD5Version 6, which is kinda outdated.
does anyone know of a newer version that exports from Maya to MD5Version 10?

thanks a lot!



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Thu Dec 20, 2007 1:51 pm

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8952
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Mon Dec 24, 2007 5:50 pm

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8960
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Thu Dec 20, 2007 7:03 pm

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8952
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Thu Dec 20, 2007 5:45 pm

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8952
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Fri Dec 21, 2007 1:57 pm

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8952
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Tue Jan 08, 2008 6:40 am

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8972
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2220
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2220
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Wed Jan 09, 2008 6:07 am

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8972
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Online
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2220
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Online
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2220
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm :
How do I paint weights? Ive never done anything with weights...



goliathvt@FIXME failed to extract: Doom 3 world • View topic - Maya 6 MD5 exporter

Doom 3 world

Doom3world.org - the world is yours, soon in 6 degrees of freedom!
It is currently Mon Aug 06, 2007 4:03 pm

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1108
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8699
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2108
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2108
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
How do I paint weights? Ive never done anything with weights...


Top
 Profile  
 



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Sat Jan 05, 2008 8:47 am

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8972
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2220
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2220
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm :
How do I paint weights? Ive never done anything with weights...



goliathvt@FIXME failed to extract: Doom 3 world • View topic - Maya 6 MD5 exporter

Doom 3 world

Doom3world.org - the world is yours, soon in 6 degrees of freedom!
It is currently Thu Jul 19, 2007 2:29 am

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1108
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8658
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2079
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2079
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
How do I paint weights? Ive never done anything with weights...


Top
 Profile  
 



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Fri Dec 21, 2007 2:23 am

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8952
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm : Doom3world • View topic - Maya 6 MD5 exporter

Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Tue Dec 25, 2007 1:58 am

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1112
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8960
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2216
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Lo



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm :
How do I paint weights? Ive never done anything with weights...



goliathvt@FIXME failed to extract: Doom 3 world • View topic - Maya 6 MD5 exporter

Doom 3 world

Doom3world.org - the world is yours, soon in 6 degrees of freedom!
It is currently Sun Aug 12, 2007 11:51 pm

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1110
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8729
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2116
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2116
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
How do I paint weights? Ive never done anything with weights...


Top
 Profile  
 



bullet@Posted: Sun Jul 11, 2004 10:44 pm :
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.



Cat@Posted: Sun Jul 11, 2004 10:51 pm :
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.



DT3585@Posted: Sun Jul 11, 2004 10:52 pm :
okay i will test it thanks for thr quick reply :)

Greez DT



Cat@Posted: Sun Jul 11, 2004 11:05 pm :
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.



skatardude10@Posted: Mon Jul 12, 2004 4:08 am :
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"



bullet@Posted: Mon Jul 12, 2004 7:00 am :
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!



_shank@Posted: Mon Jul 12, 2004 4:56 pm :
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer



bullet@Posted: Mon Jul 12, 2004 5:33 pm :
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.



skatardude10@Posted: Mon Jul 12, 2004 7:23 pm :
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.



BNA!@Posted: Mon Jul 12, 2004 7:31 pm :
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?



skatardude10@Posted: Mon Jul 12, 2004 7:34 pm :
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.



Cat@Posted: Mon Jul 12, 2004 7:55 pm :
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.



goliathvt@Posted: Mon Jul 12, 2004 7:58 pm :
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath



skatardude10@Posted: Mon Jul 12, 2004 8:00 pm :
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384



goliathvt@Posted: Mon Jul 12, 2004 8:04 pm :
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G



skatardude10@Posted: Mon Jul 12, 2004 8:25 pm :
How do I paint weights? Ive never done anything with weights...



goliathvt@FIXME failed to extract: Doom 3 world • View topic - Maya 6 MD5 exporter

Doom 3 world

Doom3world.org - the world is yours, soon in 6 degrees of freedom!
It is currently Mon Jul 30, 2007 6:41 pm

All times are UTC




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Sun Jul 11, 2004 10:44 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to export a model to .md5mesh you need at least one bone, and you need to have all your vertices weighted, otherwise it won't work. You don't have to have an animation, but the bone is necessary. If you just want to see your model in Doom, then you could export it to .ASE or .LWO, both of which can be read by Doom without any trouble and no bones.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:51 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
You must have a smooth skinned model to export. This means one or more meshes bound to one or more bones.

The exporter finds the first bone in the scene, builds a skeleton via breadth-first searching its children for more bones.

Then it iterates over all the visible meshes, opens their associated skin clusters, and writes out the weights.

The short version:

You have to have a mesh with bones, nothing more, nothing less.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 10:52 pm 
Offline
is connecting to Doom3world.org

Joined: Sun Jul 11, 2004 7:46 pm
Posts: 7
okay i will test it thanks for thr quick reply :)

Greez DT


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jul 11, 2004 11:05 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Hmm, another possible problem you may encounter.

Maya's default up vector is the Y-axis, while Doom's is the Z-axis. You can change this in your preferences.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:08 am 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey cat, or anyone else... Ive exported my skinned and boned model from maya 6, into an Idle animation, and a mesh. I put it into models/weapons/mp5/cycles/ folder (its an mp5..), and Ive set the mesh and animations pointing to that folder and files in the def files, and when I load up my gun, all I get is a big cube. I have to mess with the g_gunx,y,z commands to get it into view, but its just a big grey box with white outlines... what do I do? Ill update you on any changes.

*update*
Ive re-checked my def files... Im wondering what "viewmodel" is. It was set to / x / x /machinegun_world.ase. There is nothing in the weapons.def file pointing to the mesh that it should use. I am guessing that is why the mesh is displaying as a box. So I changed that machinegun_world.ase to the directory where my /mp5.md5mesh file is, and I ran the game... then I got an error saying "models/weapons/mp5/cycles/mp5.md5mesh line2; unexpected bone num(number), but found c:/documents"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:00 am 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
open the mesh in a text editor like textpad or notepad or wordpad or something. The second line will say something like:

Code:
commandline "c:/documents and settings/bullet/Mydocuments/maya/projects.../MODEL.mb"


It's probably the path to the model that you exported to .md5

take all the stuff inside the quotes so the second line reads like this, exactly:

Code:
commandline ""


done!

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 4:56 pm 
Offline
Last man standing
User avatar

Joined: Tue May 06, 2003 8:07 am
Posts: 1108
Location: Norway
k it works for me
Maya 5 on Win XP...i just made a cylinder with a 2bones and IK...it made a proper md5...but i have no clue how to see it...lol...time to finally try out der_tons viewer

_________________
Shashank Uchil 512x512


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 5:33 pm 
Offline
did just hit his 750th monster
User avatar

Joined: Thu Jul 17, 2003 1:15 am
Posts: 880
Location: don't get out enough for it to mean anything
to see it in doom without writing a .def for it, put it somewhere below your base directory, like the models folder, or a folder therin (though it can be anywhere below the base directory). Then load a map and in the console type:

Code:
testmodel  <PathToModel>.md5mesh


so if it was called tube.md5mesh, and in base/models/md5test/, you would type:

Code:
testmodel  models/md5test/tube.md5mesh


you can also view animations with testmodel by typing "nextanim" or "prevanim" in the console (I keep these bound to keys).

If you can't see the model, then it probably wasn't centered at the origin when you exported it, or you're too close to a wall. If all else fails, noclip your way into mid-air away from any geometry and testmodel.

_________________
ImageSTAFF
When Waking A Tiger Use A Long Stick.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:23 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.

Part of my weapons.def file reads as follows

Code:
entityDef weapon_hellfiremachinegun {
   "editor_color"         ".3 .3 1"
   "editor_mins"         "-16 -16 0"
   "editor_maxs"         "16 16 32"

   "editor_usage"         ""

   "spawnclass"         "idItem"
   "size"               "32 32 32"
   "model"             "models/weapons/machinegun/machinegun_world.ase"
   "viewmodel"          "models/weapons/mp5/cycles/mp5idle.md5mesh"
   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "action"            "sound/electronics/1shot_beep_02.wav"
   "inv_message"         "Picked up a Hell fire Machine Gun"
   "inv_weapon"         "weapon_hellfiremachinegun"
   "inv_ammo_bullets"      "50"

   "weaponname"         "hellfireMachinegun"
   "projectile"         "projectile_hellfiremachinegun"
   "numProjectiles"      "1"
   "spread"            "3"
   "ammoType"            "ammo_bullets"
   "ammoRequired"         "1"
   "clipSize"            "60"
   "lowAmmo"            "10"
   "fireRate"            "0.07"
   "continuousFire"      "1"
   "dryFireReload"       "1"
   "switchWhenEmpty"      "0"
   "flashShader"         "muzzleflash"
   "flashColor"         "1 0.8 0.4"
   "flashRadius"         "160"
   "gui"               "guis/weapons/machinegun.gui"
   "icon"               "guis/assets/hud/wpn_3"

   "muzzle_kick_time"         "2"
   "muzzle_kick_maxtime"      "0.6"
   "muzzle_kick_angles"      "0 0 0" //"-14 0 0"
   "muzzle_kick_offset"      "3 0.4 -1" //"2.5 1 2"

   "recoilTime"         "90"
   "recoilAngles"         "-2 1 0"

   "ejectParticles"      "particles/smallsmokepuff.particle"
   "ejectParticleBone"      "eject"
   "barrelParticles"      "particles/smoketrail2.particle"
   "barrelParticleBone"   "barrel"
   "barrelSmokeDelay"      "400"
   "barrelSmokeLength"      "0"
   "barrelPressure"      "250"

   "anim idle"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire1"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire2"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire3"          "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim fire4"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim noammo"         "models/weapons/mp5/cycles/mp5idle.md5anim"

   "anim putaway"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim raise"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "anim reload"         "models/weapons/mp5/cycles/mp5idle.md5anim"
   "frame raise:1"         "sound snd_raise"
   //"frame idle:1"         "sound snd_idle"
   "frame fire1:1"         "sound snd_fire"
   "frame fire2:1"         "sound snd_fire"
   "frame fire3:1"         "sound snd_fire"
   "frame fire4:1"         "sound snd_fire"
   "frame reload:1"      "sound snd_reload"
   "frame putaway:1"      "sound snd_putaway"
   "frame noammo:1"      "sound snd_empty"


   "snd_raise"            "player_machinegun_raise"
   //"snd_raise"            "nosound"
   "snd_fire"            "player_machinegun_fire"
   "snd_reload"         "player_machinegun_reload"
   "snd_empty"            "player_machinegun_empty"
   "snd_lowammo"          "player_machinegun_lowammo"
   "snd_putaway"         "player_machinegun_putaway"
   //"snd_putaway"         "nosound"
   "snd_idle"            ""
   "snd_explode"         ""
   "snd_bounce"         ""
   "snd_windown"         ""
   "snd_windup"         ""
}


Then when I did that, I got the same error in console as my first post but this time it had to do with the .md5anim file.

So I opened up my anim file in notepad and removed the

Code:
Commandline "mesh "Blah\blah\blah\mp5.mb""


and changed it so it is just

Code:
Commandline ""


Now wheN I run the game it freezes for 2 seconds, then doom crashes.


Last edited by skatardude10 on Mon Jul 12, 2004 7:31 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:31 pm 
Offline
Site Admin
User avatar

Joined: Tue May 28, 2002 5:17 pm
Posts: 8670
Location: Munich / Germany
skatardude10 wrote:
Hey bullet, Thanks for the reply. I got the model to work, by typing testmodel. But I still cannot get it working in first person view. I do g_gunx 40 and it still shows up as a grey white outlined cube.


You have proper material shader for the model and is it actually applied to the md5?

_________________
Image Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:34 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
I have the material shader applied to the md5 file, It was not working before, because I had problems with directing the md5 to the shader, but I got that worked out, now the texture shows up. ITs all out of order, but ill get that fixed up later. And onther thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.

*update*
Ive gotten the material to work, but now in the console, when I try to load the gun, into fps or testmodel, it crashes and says

Code:
mp5.md5anim line2; unexpected num channels, but found "C:\documents"


So I checked my md5.anim file, and saw that there were only 17 channels, but numchannels was set to 18, so I changed the 18 to 17, and then loaded up doom, and found that it said

Code:
ERROR: models/weapons/mp5/cycles/mp5.md5anim  line2; expected num channels, but found "C:\mp5.mb"


So I replaced the .mb file with the directory and file name of my md5mesh, that didnt work either.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:55 pm 
Offline
has joined the game

Joined: Thu Apr 22, 2004 9:12 pm
Posts: 31
Open up both the mesh and anim files. Change the lines that start with commandline "......" to commandline ""

Doom expects no spaces in that line, so just make it two quotation marks.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 7:58 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2086
skatar, at first glance, your .def file looks fine. I might even suggest thinning it down, that way you can just deal with the md5mesh and idle animation and getting those to work before adding the other things... narrows down the problem, anyway.

skatardude10 wrote:
I'm wondering what "viewmodel" is


"viewmodel" is what you see if you are currently using/holding a weapon.
"model" is what is used when the weapon is sitting out in the map as something that can be picked up.

skatardude10 wrote:
Now when I run the game it freezes for 2 seconds, then doom crashes.

===

And another thing I noticed is that alot of my guns sides are not showing up, like there are parts missing so I can like, see through to the inside of the model... its weird.


It sounds like your model wasn't prepared properly before you did the conversion to md5.

Did you 1) delete any construction history for the model, 2) freeze transformations, and then 3) bind your skin/bones (in that order)? If you didn't do these things, then Doom3 will often crash or otherwise produce errors.

Also, since you mention being able to see into your model... do you have any faces that somehow are facing the wrong way?

You might want to check out my tutorial... it deals with Maya 4 and doom3's export function, but the stuff about the models and animations should be the same for Maya 5/6.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2487

Another thing you can do is post the .mb file... I imagine bullet or I could get it working for ya.

Goliath


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:00 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
Ok, I did that, and now when I open the gun in first person, The game Crashes, and when I testmodel it, it comes up with

Code:
ERROR: file models/weapons/mp5/cycles/mp5.md5mesh, line 6222; expected weight but found 0.032384


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:04 pm 
Offline
In trouble with the feds
User avatar

Joined: Sun Jan 18, 2004 9:41 pm
Posts: 2086
Did you paint weights? Or maybe remove weight normalization while weighting so they don't add up to 1?

If you want, you can pm me the .mb file and I'll take a look at it tonight when I get home.

G


Top
 Profile  
 
 Post subject:
PostPosted: Mon Jul 12, 2004 8:25 pm 
Offline
picked up a pistol
User avatar

Joined: Fri Aug 22, 2003 4:07 am
Posts: 74
Location: Oviedo, Florida
How do I paint weights? Ive never done anything with weights...


Top
 Profile  
 



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



MosaFacku@Posted: Fri Aug 06, 2004 9:58 pm :
thanks for explaining.



Hell Byte@Posted: Fri Aug 06, 2004 10:02 pm :
Anyone tested this tool with maya 5?



Cat@Posted: Sat Aug 07, 2004 1:28 am :
The md5mesh/anim formats have changed with the retail release. I may or may not update the utility to reflect those changes.



Burrito@Posted: Sat Aug 07, 2004 3:32 pm :
der_ton wrote:
All the anim files I've seen in Doom3 are in 24fps. But since that's a variable specific to every md5anim file, I guess Doom3 handles other framerates correctly aswell.

On a sidenote, maybe animator Fred Nilsson brought the 24fps up when they decided upon these things, he has a film background: http://www.imdb.com/name/nm0632206/

Wouldn't 24fps animation interference with the 60Hz game tic? :twisted:



Cat@Posted: Wed Aug 11, 2004 4:15 pm :
They interpolate between keys.



Burrito@Posted: Thu Aug 12, 2004 5:10 pm :
Cat wrote:
They interpolate between keys.

24 does not fit into 60, interpolated or not?



der_ton@Posted: Thu Aug 12, 2004 6:41 pm :
I actually thought you were kidding with that other post, because of the " :twisted: ".
Well, if you interpolate rotations and translations over time, it's different from interpolating pixels over x/y coordinates. You don't get aliasing artifacts because the 24fps of the original is higher than any "frequency" that the motion will have.
Ok, you would get artifacts if you had a bone that vibrates with a frequency of 24 fps or something in that magnitude, but for "normal" animations, it'll be more than enough.



Burrito@Posted: Thu Aug 12, 2004 7:29 pm :
I think i thought about something different when i said "24 does not fit into 60".

If Fred Nielsson had animated at 30fps, this would make complete sense to me. They had one keyframe every two game tics and would interpolate inbetween. If they had 20fps animation, they had one every three game tics...no problem here.

But how do they perfect animation (do they?) with 24fps in an 60Hz environment?

Code:
60/24=2,5 -> one keyframe every 2,5 game tics -> 2, 3, 2, 3... game tics per key frame = not fluid?

Game Tics: 0123456789 -> continue 6 times for 1 sec.
Animation: KIKIIKIKII

K=key, I=interpolated



der_ton@Posted: Thu Aug 12, 2004 8:46 pm :
Interpolation is something that you can do arbitrarily.
So for 24->60 fps conversion, you get the following row of interpolation percentages between one keyframe and its successor:
0, 0.4, 0.8, | 0.2, 0.6, | 0, 0.4, 0.8 and so on. It'll look fluid because you don't use the keyframes themselves, but you interpolate with arbitrary interpolation percentages.
You can scale down a picture from 600x600 to 240x240, using a good scaling filter in photoshop, and the resulting picture won't look pixelated, right? That's just the same thing.



Burrito@Posted: Thu Aug 12, 2004 11:32 pm :
Didn't know the keyframes aren't used 1:1 in final anim. Ok, got it. Thanks!



skatardude10@Posted: Mon Aug 16, 2004 2:20 am :
Now that the format has changed, How can I export my weapon models from maya6 to doom? I would apreciate it cat, if you update this exporter. Im sure It would help alot of people.

-Dane



Weazel@Posted: Thu Sep 30, 2004 10:01 pm :
Any chance of getting a mirror for the file, getting a 404 on the link...



Cat@Posted: Fri Oct 01, 2004 8:51 pm :
http://www.cs.virginia.edu/~csz9v/maya/ ... 1-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.



Weazel@Posted: Fri Oct 01, 2004 11:34 pm :
does it work at all with the retail release? All I want to do is get an skinned object out of maya and into D3, I can do it with Axmesh exporter but it doesn't take the skin with it.



Cat@Posted: Sat Oct 02, 2004 12:11 am :
No, the retail and demo syntax are different.



nonelick@Posted: Tue Oct 26, 2004 2:05 am :
Hello everyone-

This being my first post I just wanted to thank all of you for making this such a great resource. It's really exciting to see my meshes and textures within the glory of such a fantastic engine and i would have had a hard time figuring it out alone.

I wanted to try and encourage Cat to update the md5 exporter to retail (please please) for maya 6. If you were to update your code (I cant do it unfortunately I am a total moron with c++) you would be enabling 3d artists with maya 6 to build amazing and original animation for such a great game, staying within only maya. There are tons of artists who have maya 6 who want to do just this!

In another thread here you mentioned it would only take you a day to update it if you worked back and forth with a tester. If you cant find that guy please consider me him.
-nonelick



SnipeyX@Posted: Tue Oct 26, 2004 11:36 am :
I strongly second nonelick's sentiments. I am in the same boat, and have as of yet been unable to find a way to get my maya6 animations into doom3. Updating this exporter would be of large help.

It wasn't until recently that I discovered a MD5 files was a text file, so I was going to dive in and see what exactly the difference between a demo MD5 and a retail MD5 is.

I was hypothesizing that if need be use cat's exporter to make the demo MD5 and then manually construct the retail MD5 version. Anyone know if this is feasible before I waste my time on it?

I also posted about needing it updated to retail in the threadhere, where cat released the source, but no repsonse there as of yet. It is great for cat to release the source, unfortunately that doesn't help those of us who are animators and not coders.

Again, any of you out there that would be able to convert this exporter into retail, cat or otherwise, would be owed vast sums of money if you did so, unfortunately IOU slips would have to suffice. :)

***EDIT*****
Disregard all that, this is no longer needed, there is a new MayaImportx86.dll over at iddevnet and it works with Maya 6, allow the rejoicing to commence.



Crylar@Posted: Thu Mar 10, 2005 11:30 am :
Cat wrote:
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/ExportSkinnedMeshMD5-08-31-2004.rar
Remember, it uses the alpha format, and I don't currently have plans to update it to the retail. I'm assuming the SDK will come with something more useful. If it doesn't, I'll look into an update.


Is this the exporter from maya6.0 to doom3 program, cause I don't get a thing of what it includes.
Please hlep me I really really need to export a model from maya in to doom3 as soon as possible.



doomkid3000@Posted: Fri Mar 11, 2005 6:28 pm :
i cant run the MEL script and i read all the help on maya and it doesn't realy work when i execute the script in the script editor. so how do you run the script, im using maya6 personal learning edition and i know people were able to get the script working on that version so help would be appreciated alot just need to know how to run the script easily :o



AnimationStudent@Posted: Tue Apr 12, 2005 5:51 am :
I managed to get the exporter working without a problem, but now that my maya file is converted into an MD5 file, how do I load it in the Doom 3 editor? I have never worked on a game editor in my life and I have simply no idea how this works. The only reason I'm even doing this is because I'm making a normal mapped character for my demo reel. But maya doesn't properly display normal maps, so I'm stuck with trying to render this in a game engine. Also, will my shading network also be converted into a format that the editor can use? Or do I have to do something else to get my textures in? Thanks.



Cat@Posted: Thu Jun 24, 2004 7:41 pm :
Here's a standalone MD5mesh and MD5anim exporter built off of Maya 6's libraries. It may work if you only have Maya 5 installed.

http://www.cs.virginia.edu/~csz9v/doom3 ... edMesh.rar

It tries to export any visible mesh, so hide stuff in the scene that isn't rigged.

It exports animations based on the timeline slider, so set that correctly. It also exports keys every 1/24th of a second throughout the timeline. It does not cull repeated keys yet.

Email bugs/hate to csz9vjunk@hotmail.com



goliathvt@Posted: Tue Jul 06, 2004 1:36 pm :
Sexy!

I gotta come to the WIP section more often... missing some good stuff. I'll have to try this exporter out tonight :) Nice work Cat.

Goliath



BNA!@Posted: Tue Jul 06, 2004 1:56 pm :
Ups, I missed that post!

Anything in particular to take care of?



rich_is_bored@Posted: Tue Jul 06, 2004 5:09 pm :
Wow! Alot of coders are starting to flock to the site lately eh? :)



Cat@Posted: Tue Jul 06, 2004 5:20 pm :
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.



BNA!@Posted: Tue Jul 06, 2004 5:50 pm :
Cat wrote:
I have a small fix for those of you that are using blendshapes, that I'll upload if someone wants.


Never ask - please always upload new versions as soon as you've finished them!

Importing / exporting tools are always very much appreciated!

Will mirror it here when you're finished uploading.



Cat@Posted: Tue Jul 06, 2004 6:32 pm :
There's a small problem with continually uploading new versions. The exporter that I've given to the public exports to the md5 format, but I really use this for a modified md5 format, for an in-house project, that Doom 3 won't parse correctly. I suppose I could add a command-line flag to tell the exporter not to write out the extended information.



BNA!@Posted: Tue Jul 06, 2004 6:34 pm :
I see - so I'd opt for a command line flag.



Cat@Posted: Tue Jul 06, 2004 9:58 pm :
Okay, there's an updated version available. It exports the bounding box 'bones,' and applies the associated transform to a mesh with blendShape input.

There's a small bug in this release, but it should only affect performance. Part of the extended information that the exporter includes is per-vertex normals, which are quantized. I should be ignoring this information when you choose not to write out extended information. This is most likely going to result in duplicate vertices, since Doom 3 ignores geometric normals, using tangent-space normal maps instead.

I'll fix it tomorrow.



Cat@Posted: Wed Jul 07, 2004 3:02 pm :
New exporter is up at
http://www.cs.virginia.edu/~csz9v/doom3/exporters/Maya6.0/maya6md5export.rar


Extended md5mesh and md5anim exporter for Maya 6
(may work in Maya 5)
Cat Zimmermann

Mail bugs/hate to csz9vjunk@hotmail.com

This utility requires Maya to be installed on the host computer, and takes .ma/.mb files as input.
It outputs a single .md5mesh and a single .md5anim, with optional ''extended' information for an in-house
project I'm working on.

It's fairly robust, only requiring smooth-skinned meshes (skinCluster data).
Blendshapes, multiple meshes/per-face materials, and other tweaks should all work.

Animation is exported every 1/24th of a second from the active time slider. Make sure you set this correctly.



7/7/2004
--------
* extended information can be ignored
* bounding box info added to animation data
* fixed a bug with redundant vertex-normal data



BNA!@Posted: Wed Jul 07, 2004 3:17 pm :
Thanks a ton!



Cat@Posted: Wed Jul 07, 2004 3:30 pm :
Thank der_ton ;)



DT3585@Posted: Sun Jul 11, 2004 7:47 pm :
Hay Ihave downloaded the exporter and in the rar file there is an exe file but when i start nothing will happen how must i use zthe exporter ???

Greez DT



DT3585@Posted: Sun Jul 11, 2004 8:18 pm :
now it runs but when it beginn to convert the folowing will apear

Opend ...\.mb succesfully

MLibrary:cleanup<>



Cat@Posted: Sun Jul 11, 2004 10:28 pm :
Can you post the entire log?
(Did you choose Y/Y/N? for meshes/animations/extended information?)



DT3585@Posted: Sun Jul 11, 2004 10:32 pm :
Ihave tested difference methods ynn yyy yyn but the error came every time i only want to export the mesh to test my model in the engine .

what kind of log do you mean ???

Greez DT

Sorry for my bad english



BNA!@Posted: Sun Jul 11, 2004 10:33 pm :
Maybe it would help if you would also tell which version of MAYA you use.



bullet@Posted: Sun Jul 11, 2004 10:37 pm :
do you have at least one bone, and are all the vertices on the model weighted?



Cat@Posted: Sun Jul 11, 2004 10:37 pm :
I'll throw in some verbose information tomorrow, hopefully that should pinpoint any errors. It's also possible that the dialog boxes being constructed from a console window are not being handled well by your OS. Are you using Windows XP?



DT3585@Posted: Sun Jul 11, 2004 10:38 pm :
I have tested both version 5 and 6 everytime the same error when i start the converter i must set may maya path than i select my model and awnser the three question than comes the error message postet at 1st post

i use windows xp and i have no bone or anything else animation stuff in my scene.