bitplane wrote:vermeer wrote:anyway, I strongly would recommend other format, and yep, full vote for md5, which I'd really like (not for any purpose, just I'd like, as I never do anything with irrlicht, I just like its existence..weird..
) see included in irrlicht....As is best exported -pitty not in oficial releases yet, but I suspect more recent version to work with 2.48a, latets oficial blender... - weights and bones animation format I ever used in Blender... It can even bring normal maps...
Wasn't it sio2 who had an MD5 demo working? I guess we'd really need both MD5MESH and MD5ANIM support, which could be quite a pain given the way loaders currently work.
aha...sorry, in all this time never realized that, as I am not a programmer, so have no idea on the dificulties things take in coding matters...
Yep, what i meant is see if that demo could help for doing a loader, if that's ok to all...
As I don't know about that structure, not even about programming, is why I can suggest sometimes really silly things...I just have a friend working in a certain place as game programmer, and for his personal things, he told md5 to be the best format for his engine/prototype, for being optimized for games, and as he could use dunno what of bone channels to apply ragdolls and even control those channels by script...to me that all is cryptic, as I say am just an artist.
What I do know by using with a mate and other engine, is how smooth it went for me with blender exporting certain test anims...and how it does support constraints systems so no need to bake(make a keyframe per bone and frame, not needed as supports curves interpolation, and 'understands' the ik and constraints..) neither add extra memory for that...And the major advantage for a shareware or whatever kind of downloadable game, that md5anim weights extremely low Ks, so you can have many anims, that is not like other weights&bones formats where you export everything with every anim, so or you end up doing a ridiculously low number of anims for games that benefit from a lot of anims, or you end up removing recources of sound, etc, neither good thing... That and for me was nice to have all that in a text human readable and editable way... (the files) ...and that for an artist is sort of nice to export with its normal map asigned...
But is all I can speak of it: I have never done a full project with md5 (Id S. did
...doom3, quake4... ) neither I dunno how convenient or not would be inside irrlicht.
Edit: oops, sio2 posted while i was writting this...
Edit2: he's not appearing himself here(yet), but I know a member here is planning to work on this exact thing: I mentioned him how conveninet would be to consider sio2 demo code (or even some advice of him, or whatever) , and irrlicht chatting with someone of the dev team to see what you'd think... That is 'cause he seem to be needing that format for his project...