Aug 022010
Please comment if you find any bugs!
- Details
- Frame animation (Uses set frame range)
- UV coords
- Material paths (Custom properties)
- Skin path (MD3 name. Not filename)
- Requirements
- Blender 2.58a with Python 3.2.1+
- Mesh made of only triangle faces
- Install
- Extract zip file
- Place folder in “Blender/2.58/scripts/addon/”
- In Blender’s User Preferences, click the checkbox for the exporter in the addons tab.
MD3 Exporter | 2011-Jun-14 | Version: 1.3 | Size: 6.22 kB | Downloads: 263
MD3 Exporter | 2010-Aug-15 | Version: 1.2 | Size: 21.46 kB | Downloads: 1032

Hi Xembie,
I love your MD3 exporter. IS there any way you could make it work with Blender 2.57b ?
Thank you!
Cheers,
motorsep
Hello Xembie,
First, I want to thank you for posting this python script. I am currently working on a project which is using Quake 3 as a basis for all of the 3D rendering. I’m writing because I’ve been unable to successfully utilize your script. I tried to follow the directions as listed here, but apparently I need some elaboration.
Here’s what I’ve done (doing my best to interpret your instructions):
I have the addon enabled, and I have python 3.2 installed.
In Object Mode, I have selected all of the meshes I want to export. I set the frame range on the timeline to include all frames of animation, and I’ve put the timeline at the last frame of that animation. Under each mesh, I’ve added the md3shader variable and changed the value to the path of my texture file. I’ve renamed the material to “model” as model.md3 will be the name of the md3 I’m exporting.
It writes a file that seems to be about the right size, but I’m not able to view it in game.
I’ve been using another script that works with 2.49, but I was excited about using the latest version of Blender, and if I can get your script to work I’ll be able to do just that!
Thank you for your effort,
Noah Wood
Have you tried to view it with misfit 3d development version 1.3.8? Make sure your model is made of triangles.
Thanks for the prompt reply. I’d forgotten to mention that I did convert the mesh to triangles. I downloaded the misfit 3d version you suggested and I am able to open the mesh and play the animations, so the export seems to have worked like a charm. The model appears to be untextured when I load it however, so I’m afraid I have a value wrong somewhere.
This is the folder structure:
root\models\mymodel\model.md3
root\images\texture.jpg
I’ve set the md3shader value to be “images/texture.jpg”
Also, for the name of the material in Blender, I seemed to understand that it should be the name of my final md3 file…So I have the material named “model” (this seemed counter-intuitive, so I was thinking I may have misunderstood your directions).
Any advice you can offer would be greatly appreciated.
Thanks again,
Noah Wood
I seem to have worked through the issues I was having. I’m running into some trouble loading a multi-mesh md3 into my game engine, but I’m able to open it in misfit, so it’s probably something I can work through on my end.
Thank you for the script and the follow up which allowed me to troubleshoot the problem.
Regards,
Noah Wood