I know this question has been asked alot, but i have been thoroughly confused and muddled by the myraid of topic posts…I'm having issues with MD5 and Collada. The sad thing is that the actual coding is not difficult. It's the jumping from plugin to plugin, program to program, and the varying documentation about both formats.
I use maya 7.0 and milkshape. I have no desire to touch blender, mainly because it is very fickle and rarely does what i want it to do. I have both the collada exporter beta5 by feeling inc. and a MD5 exporter. (http://scripts.zbufferstudios.com/)
The Md5 exporter does not work on a simple skinned cylinder of three bones, let alone anything larger. MD5 coverage in maya in general is very spotty. There isn't much out there to make using MD5 easier. The maya exporter is beyond questionable, and there has been little documentation as to what needs to be done to get an Md5 model from maya to JMe.
the collada exporter makes a collada file that does not load in the collada viewer, loads fine in blender and milkshape. But loads the skeleton only in jme, and the strangest fact is, according to the mesh and vertice counter, there is a mesh there.
the MD5 loader does not load a mesh at all.
I really hope i'm not being to vague. I've been trying to piece together forum threads and tutorials together for hours. Where can i find some up to date documentation/tutorials and some newer advice on what to use? I'm not importing anything complicated, just a basic untextured, uv mapped mesh, five bones at most, with no animation. Help?
UPDATE 1:
hey Here's some more substance. Sorry for the delay. I'm really happy because now i at least have a mesh loading. I have no idea how to toggle the visibility MD5 bones in debug mode, so i'm not sure if the bones exporter is working properly as well. If i get help, that'd be great.
If i manage to pull MD5 exporting off after some help, i'll post a detailed wiki article about what you need to do before exporting to md5, because with maya, there was other stuff i had to do (remove history, freeze mesh, ect).
Exactly what i did:
- I created a polysphere
- I selected the polysphere
- I used zbuffer's md5 exporter
- Loaded it up in jme Cheesy -> the mesh is finally working, but…i have a pretzel mesh now (originally straight… ;_;)… i think it may be a bone problem?
Files:
Link to maya binary file:
http://www.badongo.com/file/8522838
Link to MD5Mesh file(animation file not needed because there is no animation):
http://www.badongo.com/file/8522867