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Posted

I tested this addon for importing and exporting md5.mesh and md5.anim in Blender: https://github.com/KozGit/Blender-2.8-MD5-import-export-addon

It works with Blender 3.6.15 which is the latest version in the 3.0 series. It doesn't work with Blender 4.2. It seems that the culprit is the change in the 4.0 series from bone layers to bone collections.

Like before:

  • use armature_control to animate the model
  • when you're done, select the tdm_ai_proguard armature object and Bake Action to Pose; select Visual Keying

image.png.c7031addc1d6a9a692e1758159d1a5f4.png

  • for the exporter to work you need to select both the tdm_ai_proguard and a mesh object that's being animated, e.g. proguard_armor

 

 

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  • Thanks 1

It's only a model...

Posted

That isn't one of the scripts I maintain. Mine only deal with LWO and ASE, not MD5.

Updating this script to work with Blender 4.2 and integrating it into the LWO/ASE add-on ought to be possible of course, but I don't know how much work is involved (and I know next to nothing about armature animation in either Blender or TDM/D3).

Posted

I added a .blend file with a female character. I made some changes to both - I removed some drivers and added some new constraints to bones.

It's only a model...

  • 2 months later...
Posted
On 8/27/2024 at 5:53 PM, Arcturus said:

Thanks for posting these! Most of the md5s get completely scrambled and destroyed when you try to import them using every blender plugin and version I have tried - so even if you are not planning on doing an animations it's very helpful to have blend files of some character models which are completely intact - as well as nice shading and UVs to boot.

How did you actually manage to get these to import into Blender without breaking? 

-=  IRIS  =-    ♦    = SLL =

Posted

@Wellingtoncrab I imported those models years ago before Blender 2.8. However the importer I use with 3.6 works fine:

md5_import_blender.jpg.cf27ef29e9906863d2cd5018f2f7d501.jpg

Darkmod rigging is a mess, that's a separate topic. There's a big caveat to this though. Some of the characters are screwed up in a way that's beyond my comprehension. If you for example go to "Create Entity" menu and choose this builder model:

builder_entity.jpg.0ab3dd19ecc4106d3869c4ca774d5e03.jpg

..it's rendered fine. It works fine in game too, obviously. But if you go to the "Create Model" menu...

builder_model.thumb.jpg.03e51159c1f7c069630a5d1d604738b9.jpg

And that's how it will be imported to Blender. But that's only some character models, not all. I have no idea how this is even possible.

  • Sad 1

It's only a model...

Posted

@Arcturus In my experience it doesn't actually work fine. Heads mostly work - but with few exceptions the bodies don't usually import correctly. I am aware of the distortion you see in a lot of models t-poses, but even after you import into blender and you move the models to their af_pose or an animation frame they will still usually have all kinds of distorted/displaced vertices and will still have these if you export them back to the game.

-=  IRIS  =-    ♦    = SLL =

Posted

@Wellingtoncrab For example priest, thug, proguard seem to load properly:

priest_md5.jpg.2ee248922a407b47ac32cef24c72f0e8.jpg

thug_md5.jpg.1932c2390c66ed63b04a2ec0710fbed1.jpg

proguard_md5.jpg.a0b8a05872ab53d0d386f2e8766252df.jpg

Darkmod doesn't have that many original character models. Most are just variations of other characters. So if a city watch is screwed up, all of it's derivatives are too. But that's not Blender's problem, it's the models themselves.

It's only a model...

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