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Converting The Meshes To Edit Them


Domarius

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I'm under the impression we are now left with .md5 files.

 

What information was lost when converting to .md5 from either .lwo (lightwave) or .fbx (motion builder animation)? I ask both .lwo and .fbx because I don't know which one you convert from after I've animated it in motionbuilder as an .fbx.

 

Is the rigging done in Motionbuilder?

 

Can they be essentially reconstructed identical to the original files?

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Maybe you can look around in an animator or 3D forum? MD5 is IMO rather popular, so there should be some converters to reconstruct it, or some app that can read and play it natively and export to other formats. Don't know wether some forums exist specifically for animators, but I would be surprised it not. :) At least in 3D forums they should know about it.

Gerhard

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Maybe you can look around in an animator or 3D forum? MD5 is IMO rather popular, so there should be some converters to reconstruct it, or some app that can read and play it natively and export to other formats. Don't know wether some forums exist specifically for animators, but I would be surprised it not. :) At least in 3D forums they should know about it.

 

md5 is only used for the d3 engine, it's not a generic file format. you can see it as an enhancement of the md3 format used in quake3.

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One thing is for sure - we certainly lose all bone and rigging info - the final md5 anim file is just a bunch of vertex translations.

 

I found a md5mesh converter that someone wrote

http://www.doom3world.org/phpbb2/viewtopic.php?t=3209

Apparently it seems to work, as long as you rename the paths of textures etc. in the material files. Haven't tried it myself but already downloaded a copy.

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I don't fully understand the ways the character models are different from static meshes, but will this mean that we'll be able to import the models back into a 3d modelling program and modify them?

 

Also, what are the chances that Oddity's original templates (which I think are on the ftp site in .lwo format) are rigged?

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The major differences are that the animated models have bones to move their animated parts around, and they have vertex weights to determine how much the animation should apply to a given surface. This is to avoid unwanted creases and gaps when parts of the models are bent (like the armpit when moving the hand to the face).

A coder needs to tell you that? ;)

Gerhard

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Well, I don't really understand how that's done. With a static mesh, you can't put it in game without having the .lwo file (or whatever). If you want to modify the model, you just change the .lwo. With static meshes, you have md5 files instead, that apparently can't be loaded into 3d modelling software.

 

What I'm asking is--after using this converter--will we have a file that can be imported into modelling software, so that we could (for example) take the elite guard and take off some of the armour to make a regular watch guard?

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Hell, you can import a D3 md5mesh into milkshape and then export it from there as a lwo or whatever (not ase though). You cannot export to md5mesh though.

 

I actually imported the builder guard and made a statue out of it using milkshape - imported the md5 and then moved his hands to the right location etc and exported as a static lwo.

 

Note: Milkshape can also assign bones etc. If you want I can pop it up on the ftp along with a keygen

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Ah well I would assume Milkshape would do a better job of converting FROM md5mesh to lwo than this hacky tool I found :)

 

So to answer your question spring, yes this is the first step in resurrecting the original versions of the models, so we can say, remove and replace armour. You can't actually do that with the elite guard - his armour is part of him as far as I can tell - his pauldrons cover up huge gaps, he has missing shoulders.

 

Then the rigging has to be done.

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Well, I was thinking we might be able to subtract a few pieces and patch him up to make him into a regular city watch (which we no longer have), which might be easier than trying to recreate him from scratch.

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Note: Milkshape can also assign bones etc. If you want I can pop it up on the ftp along with a keygen

 

That keygen would be nice. I payed the registration because it is quite usefull and not really expensive, but this annoying beast often reasks me for the key and I forgot where I have it.

Gerhard

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I'm under the impression we are now left with .md5 files.

 

Dom, I've been scouring the FTP to see what we have stashed there, and I found a citywatch file with a .fbx extension. I also found some 'robed builder' files with a .mb extention. Spar thinks they're related to animation somehow. Are they of any use to you?

 

The only character .lwos I've been able to find are the male and female templates, and the noblewoman.

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The templates are good. It means whoever takes over will be able to make them consistent with the existing ones. Good to hear the noblewoman is there - I was hoping to move onto that one in particular next! Because it is completely opposite to the Male elite guard.

 

.fbx is the format I use in MotionBuilder, the animating program. Unfortunately I already have the elite guard.

 

.mb is a Maya file. (Maya Binary Scene). I dont have Maya. Yet... <_< Ah-hargh, me mateys! Thar she blows! "Squark! polly wants a torret! Squark!"

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.fbx is the format I use in MotionBuilder, the animating program. Unfortunately I already have the elite guard.

 

I'm not sure it's the elite guard...it just says citywatch. It's bundled with a whole series of textures, so it would be pretty easy to check which it is. I'll do it tonight if I remember.

 

If .mb is a maya file, then it's possible we DO have the builder priest and acolyte. A lot to hope for, but worth checking out. Anyone out there have maya already?

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Yeah. Me. Hehe. I should also mention I have cable. Thanks for the hint Dram, me maytey.

 

Okay so it's the city watch, great, a different one then :) Not the elite guard.

 

And .mb is definetly a maya file. If those are the final versions (as in, those files are rigged, textured, etc) then yeah, we have those guys as well.

 

Too bad we don't have the recent ones, like the pagan and werewolf, but I could re-construct them from the pictures... but I shouldn't because I would have to learn the Doom 3 workflow etc, it would be more efficient if I could stick to animating and we get a good modeller to work along side.

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The only one I'm really upset about losing is the Thief himself. Though at least now we don't have to make him a dwarf.

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Could someone with Maya take a look at the Files/robedbuilders.rar on the FTP? It has three mb files, I assume for the Acolyte, Prelate and Priest. It's our only shot at getting a copy of the priest and acolyte, but I don't want to get my hopes up.

 

@Dom: I'll check tonight to see if it really is the City Watch.

 

edit: I checked, and the texture files are indeed the generic city watch! The other file packaged with them is "CityWatchGuardSetup.fbx". Does this mean we haven't lost that model after all??

 

If you want to take a look, Dom, the file on ftp is FBX_citywatch.rar, I think in the Files directory.

 

I looked into that robedbuilders archive, and it also includes the textures for the acolyte and priest! So if those .mb files are indeed maya models.... *fingers crossed*

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