Development > Artwork

md2 Problems

<< < (3/4) > >>

Mattn:
http://ufo.myexp.de/md2.pl

Walle:
i have some questions about blender, i want to rotate my model and when i do it in blender (before i export it to md2) i get "Object is rotated - You should rotate the mech verts instead, not the object" so my question is how to rotate the "mesh verts" and what is a "mesh vert"?

Blender rotates my model back to what it was when i imported it, before blender exports the model to md2  (and it doesent mather if i rotate it before i import it to blender it always points in the same direction when i import it to blender).



And thanks Mattn for the link to md2.pl.


** Edit**

The rotating problem is solved, changed format (to .obj) that i export from wings3d and now the object is pointing the right way in blender when i export it to .md2, but i have a new problem now, in UFO the model is beeing renderd with holes in the texture, is this a export problem?
And when i changed witch format to import my model into Blender from .3ds to .obj the md2 file went from 400k to 190k?

**

/Walle

Bandobras:
Yes, I think this is an export problem --- "broken model". See above for instruction how to save the model without holes in it (but without texture path).

Hoehrer:

--- Quote from: "Walle" ---i have some questions about blender, i want to rotate my model and when i do it in blender (before i export it to md2) i get "Object is rotated - You should rotate the mech verts instead, not the object" so my question is how to rotate the "mesh verts" and what is a "mesh vert"?
--- End quote ---

"Vert" is the short for "Vertices" or "Vertex" .. which means you need to enter edit mode.

What the error means is that means you need to do one of the following things before export:
* Enter edit mode ([Tab] .. this will let you edit vertices) and rotate the model
* OR rotate the object , apply apply the rotation ([Ctrl]+[A] -> Apply Rotation and Scaling) to the model and re-set the center of the object if needed (snap the 3D cursor the the absolute center .. [Shift]+ -> grid) and Press the "Centre Cursor" button in the [F9] Buttons

You can see the (non-applied) 'transformation values' by pressing [N].



--- Quote ---Blender rotates my model back to what it was when i imported it, before blender exports the model to md2  (and it doesent mather if i rotate it before i import it to blender it always points in the same direction when i import it to blender).
--- End quote ---

So the default behaviour of the script seems to be to reset transformations (see [N])  like scaling/rotation ... I don't know if this is intended by the scripts autor.


Also bleder exports some additional data (i think "normal"-data).. this causes the file to go up in size, but should not change the 'validness' of the model ;)

EDIT: I updated my post above with this info as well:
http://ufo.myexp.de/phpBB2/viewtopic.php?p=2799#2799


Werner

Migel:
Well, I have a problem with md2.pl script, but I think this is a right topic to ask.
When I'm using md2.pl I got this message

--- Quote ---IN=OUT= "test.md2"
MD2 file found.
0 Skin(s) found
Enter new skin number:1
Adding skins and updating offsets ...
Can't use an undefined value as an ARRAY reference at d:\ufo\md2.pl line 314.
--- End quote ---
I'm using Strawberry Perl. Did anyone know how solve problem?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version