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MD5 is a 3D skeleton based model format formed by ID Software. It is very good for file size and is widely open for use and easy to work with as it is stored as ASCII plain text. It is not supported by any versions of Glest, MegaGlest or GAE, but may be considered in the future. One good thing about MD5 is how it stores meshes and animations separately into two formats MD5MESH (stores mesh and skeleton) and MD5ANIM (store skeletal animation). To use MD5 an MD5MESH is loaded for the model mesh then multiple MD5ANIMs are used to animate that model, also other MD5MESH meshes can share the same MD5ANIMs so long as there skeletons are the same (they can be as varied as they want so long as they have the same amount of bones with the same names and hierarchical structure, though odd results can occur if the skeletons are
▲MD5 is a 3D skeleton based model format formed by ID Software. It is very good for file size and is widely open for use and easy to work with as it is stored as ASCII plain text. It is not supported by any versions of Glest, MegaGlest or GAE, but may be considered in the future. One good thing about MD5 is how it stores meshes and animations separately into two formats MD5MESH (stores mesh and skeleton) and MD5ANIM (store skeletal animation). To use MD5 an MD5MESH is loaded for the model mesh then multiple MD5ANIMs are used to animate that model, also other MD5MESH meshes can share the same MD5ANIMs so long as there skeletons are the same (they can be as varied as they want so long as they have the same amount of bones with the same names and hierarchical structure, though odd results can occur if the skeletons are possitions too differently).
==Features==
*Stores a bind-pose skeleton and bone weights (links skeleton bones to vertices)
MD5ANIM - Skeleton Animation
*Stores skeletal
*Compatible with all MD5MESH meshes that have a matching skeleton
*Uses a base frame to base other frames off (saves space)
*Stores a bounding box for each
==Limitations==
==Benefits vs G3D==
*Skeletal animation rather than frame by frame
*Much more support with import and export scripts for numerous 3D applications including the latest Blender, 3DS Max and Lightwave.
*Separate mesh and animation formats means having one mesh and multiple animations for that mesh and also similar meshes can share the same animations rather than having one frame by frame morph animated mesh per animation
*Bones could be used to specify key locations on a mesh such as the tip of a gun for where projectiles are fired from or locations where particles should emit rather than having to specify xyz coordinates in the unit
*Stored in ASCII plain text rather than compiled which means minor
==Importing, Exporting and Viewing MD5==
There are many import and export scripts out there for lots of 3D modelling software,
==See Also==
*[[G3D|G3D]]
▲*[[3DSMax Modelling|3DS Max Modelling]] for some MD5 importing and exporting info
*[http://www.modwiki.net/wiki/MD5_(file_format) MD5 (File Format) Modwiki Page] for more specific information▼
==External Links==
*[http://www.katsbits.com/tools/ Katsbits for MD5 Scripts and Tools]
▲*[http://www.modwiki.net/wiki/MD5_(file_format) MD5
[[Category:Glest]]
[[Category:Modelling]]
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