Blender to .md3 converter




















This is from the blender manual: Blender Wiki Quote In a modifier stack the order in which modifiers are applied has an effect on the result. Fortunately modifiers can be rearranged easily by clicking the convenient up and down arrow icons. For example, Stack ordering shows SubSurf and Mirror modifiers that have switched places. Thank you for working on this.

I'm thinking what is happening is that it is literally splitting the mesh at certain points. So each time you break an edge, you will get twice as many verts in those edges as you now have two, where before there was one. The dafault seems to be Is anything more than selecting the object needed? Go into the 'Time' window and on the main bar, set the 'Start' and 'End' frames for what frames you want to export.

UV Unwrap. Convert to tris Also, there is some strangeness where you have to scale up your mesh by a factor of 20 or so or you can get some distortion on complex meshes. I just want to add that scaling objects either way too big or too small is a bad idea for this format. A good rule would be that your exported md3 should nicely fit the view window in Npherno, or at least be recognizable without zooming.

There is a scale setting in the export gui if needed. The reason this happens is because the script rounds vert location data to 5 decimal points in order to save file space. Also, I never used modifiers much before the past few days. Especially leaving them in the stack like this. I love them!! The reason I want to use the edge split is to 'break' the normals at certain places.

The reason you would want to do this is the breaks in certain types of machinery for example, or the edges of armour on a critter. You would want to keep the critters skin smooth, but you'll want to break the edges of armour to keep them looking 'crisp' to get the correct lighting and shadow under Polymer.

As to scale, I'm wondering if there is something in how Blender scales objects and how that translates into other soft. You can see the number of files in the HRP that have scale figures in double digits.

Looking forward, have you thought at all about bmesh? It is all there available to me via scripting, but it is also being changed practically every day in preparation for the next release, a few days away like always. I'm fairly certain I can use it to do "proper" triangulations, as the results of using quad to tris in the exporter was a big disappointment.

I don't see how it will break anything in the script too bad. I've already started moving forward with another version, although slowly for now, waiting for 2.

Hendricks Weaponized Autism. With your permission of course. This post has been edited by Hendricks : 24 March - PM. Check the first post in a few hours. It will not triangulate a screw modifier for me. Oh well, edge splits, armatures, arrays, curves, and more all work now with quad meshes. I still recommend exporting with triangles. You can only leave so much up to scripting assumptions before something goes wrong.

And you get more control over your results, but this is great for testing work in progress. Recommended Posts.

Posted December 29, Share this post Link to post. Posted December 30, More like, people can't be bothered to help an asshole. I love you. Posted January 3, Posted January 4, Ok, so I don't need to fumble around in Blender?

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Open up any text editor and save it as md3. Edit it with the following lines;. Next we must call the skins and any masks you may have made. Also you will need the name of the mesh to apply the skin to which can be found by selecting the model in Blender and in the buttons window F9 look for the name in the Links and Materials panel designated in the OB: area. In the coin model's case it is Cylinder second screenshot, right hand side. The next line will look like so;. Now lets adjust the size and specularity with;.

Save the file and your ready to test. A good practice for testing static md3's is to put the tris. Fire up Sauerbraten and if all went well your model will be in the current map where any health boosts were placed. Next time we will examine exporting animated md3 files. Jump to: navigation , search.



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