File Translator to export an animated 3D character from Autodesk Maya to Quake MD2

I am wondering if anyone knows a way to export geometry / textures for a falsified animated character like Quake MD2? I am developing a mobile application and Ive found that MD2 works great to facilitate OpenGL rendering. I have some animated characters and Id like to export them as MD2 from Maya. Here are some of the things I've tried:

  • Exporting FBX to 3D Studio Max and using the QTip plugin - this works, but only if I convert my animation to point cache (pc2) and transfer it to Max. When I do this, the QTip plugin does not execute the node point cache, and all I get is a model, without animation

  • Export OBJ Sequence to Blender, export MD2 from there - I can't get blender to compile the imported obj sequence into a single animated object

  • Milkshape's FBX Export - Maya Installation Corrupted in Process

  • The baking point cache for animation, export to FBX, import to Milkshape - again, Milkshape does not respect the geometry cache, so everything that appears is a static symbol.

I am currently writing a plugin for Maya using the export of an MD2 script blender as a reference (but rewriting using the Maya C ++ API), but I'm just curious if someone has done this before or any suggestions on how this do it.

, - OpenGL ES (Android iPhone), ! -,

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- , , API Maya, Quake MD2. github:

http://github.com/arifken/MD2Export

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Source: https://habr.com/ru/post/1739223/


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