hmm I haven't checked MD5 out yet. What games use the format already besides DOOM?
Surely many. I have been adviced this format by several pros I know from the profession. I'm told is way more simple than x (but at the time x was added to Irrlicht, there was no md5, and x was dominant in compatibility with packages, exporters. these days, main tools have md5 export, and works really well. What is more, is way lighter than x., yet more advanced (but you can support only weights bones and anim, as allways(to me that the 4th essenctial feature is port spline interpolation between bones keyframes, instead of just linear.)) )
I'm also told md5 is way easier to deal with for coders. I was told that a bit too late.... I like the matter that you have loads of viewers for x, though.Indeed, I like both formats. But well, is true that seems md5 is better, and newer.
Also, what's the license for MD5? If I wanted to use it for my commercial or open-source project, am I free to do so? For scene, I
From what i know, zero problems for that.Just like with md3 and md2, usually what is not free for that, are the tools, no the formats! In 3d, not many formats have license issues.
I read is fully free, but I don't have the link easily available here; sure is easy to check with a bit of google.
agree, XML is probably best, and it will probably be easier to just
I tell you, for the artist to be able to touch via notepad the whole scene there, change the strenght and type of lightmapping, etc, is sweet. I'm told though that non binary formats are slower. yet though, for when doing the game, for editing and stuff, is way more functional. Even for error check help done by the artist, just reading the xml output.
leave that up to whatever tool the user feels like deploying, be it Visual Editor, or whatever.
Well, there's already a loader in progress for Anim8or. I think that's a heck of an easy and friendly scene editor to learn. And has details like autosmoothing, and a good materials editor.
Blender is more advanced, but it depends; there are basic features not in Blender that are in Anim8or. Few, but to me, important.
For animation, that I remeber, no way to glue a foot to ground in Anim8or, yet. While in Blender there's an advanced IK sytem that allows this by using constraints. No ik in Anim8or.
Reason why I keep seing (no lightmaps either in Blender, nor multi UVs) Anim8or or Wings good chances for scene building, and Blender better for character animation. x export works for me. MD5 export works simply sensational, using der_ton's exporter. It exports greately the interpolation curves, the pose mode constraints (no need to bake) , all with a single problem, direct, bang.
I have not tested md5 out from Max, but I know very well there's at least one plugin that works great for it. The maya and xsi solutions for it are worse as will require you to have the doom3 game purchased, as is imported to the game or something. A rare method. But maybe an standalone version will come for those. besides, Gmax has since a while an md5 exporter. I havent tested, but others use it and say it's good.
Lightwave, I guess it can...and so on.
It has export them for the two main better free animation tools (to me are Blender and Gmax) , besides in an standalone way, Lightwave and Max ...which is not little. (and ppl with doom3 game, also XSI, Maya)
http://www.doom3world.org/phpbb2/viewto ... 9446#59446 (for lightwave)
Oh, there are nice viewers, tools and all...