Does anyone pleasssee know if there is an md3 exporter available for the latest version of 3ds max?
If not I seem to recall that Pop ‘N’ Fresh made the source code for his exporter available. Is it still lying around some place?
I’m running into some serious backwards compatibility problems.
Replies
There are some there, the latest one seems to be Max6 though - I haven't found the source code anywhere, unfortunately.
max8 at least... maybe you can re-import into older max version and export from there?
or contact the author and ask for source
edit: fixed link beating mop's fix!
fixed link!
http://blenderartists.org/forum/showthread.php?t=92082
if it works you can make it in max export to fbx, import into blender then export to md3.. kind of a round about way but it looked like my only option to go from maya 2008 to md3
i have only used it for static meshes
In all though Im considering just going the q3data route. Its not fancy but it will probably always work
The md3 format contains point cache data and the ase format simply exports the xyz location of vertices of the model in question. Q3data simply extracts the information need to generate an md3 formatted file
In theory and as long as its coded into the engine you could easily extract animated map models. Havent checked but I believe that the ioquake engine has such an ability or will in the future.
http://boards.polycount.net/showthread.php?t=57943
But the link doesn't seem to be working atm.
Arsh,
Frankie touched on it, the ASE format doesn't support bones, but neither does MD3. The ASE format is basically a text file. They both support point cache animation similar to the way a morph target or blend shape works.
i know that, that's what i meant vertex animation.. i dont know why i said bones, thanks for the tip!