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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