Installs a button to open the import/exporter in the panel view.
Truespace7.61 script for loading and saving idtech4 md5mesh and
md5anim, mesh and animation files.
Import:
press the "..." button to choose a md5mesh file then press
the Load Mesh button to load it into the scene.
The resulting actor will be given the file name and a bind pose
frame will be set at frame -10.
select a skeletal mesh in the scene then press the "..."
button to choose an md5anim file and press the
Load
Animation
button to load the animation onto the mesh.
A new animation track and clip will be created and named from
the file name.
Export:
useContentPath - meshes and animations
will be saved to a location defined by the doom3ExePath and
the modname.
doom3ExePath - press the "..." button to
choose the doom3 executable. The parent folder and modname
will be combined to create a content directory to receive the
files generated by the export scripts.
modname - the name of the mod
texturePath - textures used in the skeletal
mesh material will be stored here under the content path if
Copy Textures is enabled. Files are saved
as TGA type image files.
materialPath - simple material files will
be generated and stored here under the content folder if
Write Materials is checked.
defPath - a simple definition file for
the mesh will be generated and stored here under the content
folder if Write Def is enabled.
modelPath - mesh and animation files are
stored here under the content folder
new skeleton - press to start creating
a skeleton compatible with this set of scripts.
clear ik nodes - press to remove ik related
nodes before exporting. The export scripts will not process
ik handles and locks properly.
Save initial.md5anim - will create a no
animation pose based on the bind pose when exporting a mesh.
Save Animation Clips - will save individual
animation clips to separate md5anim files named after the clips.
select a mesh and press the Save Mesh button
to save a md5mesh file. If
Clintons3dPlugins
is not installed press the "..." button to get a load file dialog,
right click to create a empty text document and select it to
populate the text field
select an animated mesh and press the Save Animation
button to save a md5anim file.
Clear UI - resets the fields to the values
shown in the image to the right.
Utilities:
The Utilities panel has additional controls for adjusting an
imported bvh skeleton to make it compatible with the doom3 exporter.
The Get Animation Clips button populates
the animationClips list with the clip names of the selected
object.
After populating the animationClips list
select a clip or choose "_Play Range" to use the playback range
The Skeleton translations to Origin Joint
button will place the skeleton nodes translation values onto
the first joint in the heirarchy.
Press the Skeleton Anim to Actor button
to transfer the animations from the skeleton level to the actor
level where the doom3 scripts can find them.
The quickest way to get started would be to enable useContentPath,
give a modname and just type in the names(not the full path and
no extension) for the Save Mesh and Save Animation text fields.
The various path fields will be automatically populated the first
time a mesh is saved.
export dialogs
will use a save-as dialog if
Clintons3dPlugins
rsx plugin is installed and tga texture files can be exported.