1. Vic
    27th May 2011 @ 8:15 pm



  2. MatOfLink
    30th June 2011 @ 8:20 am

    Hi , I liked your tutorial 🙂

    I have a problem concerning Away3D. Could you please help me ?

    Here is how I could sum up my problem :

    I use FlashDevelop, my models are in MD5 ( mesh + anims ) (and for your information i'm not the modeler, i'm just a developer).

    So , let's say i'm trying to make a man holding a gun in his hand. The man is animated (running for example)

    Unfortunately, I have no idea how to make the gun "bounded" to the hand; as I'm hearing it : the gun should be at the right position and following the moves of the hand.

    Until now, all I'm doing is creating the 2 meshes and using the code " human.addChild(gun) " but the gun doesn't follow the hand.
    Another important thing to be said : I must not make an animation on the gun so it follows the hand , because I want to use the gun on others models.

    Thanks for reading 🙂


  3. Videometry.net
    2nd July 2011 @ 8:33 am

    Good question!
    I haven't tried this, but my strategy would be to assign the position of a finger bone to the gun.
    So in the render loop.

    gun.position = myfingerBone.postion;

    Just how you get a reference to a particular bone, I'd have to delve into the skeleton classes.


  4. MatOfLink
    4th July 2011 @ 9:57 am

    Alright, that's what I'm on 😉
    But not easy digging in all this :/

    If you ever work on that and find something , I hope you will post here 😀

    Thx !


  5. MatOfLink
    6th July 2011 @ 3:32 pm

    Mhh I don't find the bones…


  6. Videometry.net
    2nd August 2011 @ 12:01 pm

    There you go Mat! I'm afraid you didn't leave a mail address, so I hope you notice the update.


  7. barathrumm
    2nd August 2011 @ 8:12 pm

    Thanks this is great info 🙂


  8. Dennis Day
    27th August 2011 @ 2:20 am

    Is it just me or does your demo not work with Flash Player 11 Beta 2? I never could get David Laenert's demo to work with either Beta.


  9. Videometry.net
    17th September 2011 @ 7:19 am

    Hi Dennis, now updated for RC1 :o)


  10. the_drOne
    18th September 2011 @ 4:39 pm

    Nice demo, not as Matoflink, i'm a modeler, and need to export MD5 mesh and anim, it's working with max 2008, but i cant find a working solution for max 2012 !

    ANyone did find a MD5 exporter for max 2012 ?


  11. Anonymous
    30th November 2011 @ 3:26 am

    The exporter does not working with 3dsm 2012.


  12. mary_fisher
    1st May 2012 @ 11:37 am

    Thank you so much for getting us started on md5 with away3D! It's been incredibly useful (and still practically the only resource out there).

    Concerning the gun: It is possible to add the gun's subgeometry to the geometry of the guy. That way you don't need to update the gun on every frame. It's tricky to get it working right with the exporter, as the md5 mesh needs to have had at one time in it's existence some kind of submesh that effects the skinning (or so I understand it from my boyfriend who is the modeler in our team). After that either you export the gun as md5 with a skeleton or you export it as whatever you want and then create the jointIndexData and jointWeightData yourself (if it should just follow the hand, it should be very easy, two lines of code, really). You can find me here http://www.janeaustengames.com/blog/ if you need more information on how to go about. Or if anyone has an even better solution, I'd love to learn it!


  13. Anonymous
    16th December 2014 @ 5:07 pm


    I'm trying to export using your example files with the soccer player and biped. But everytime I export out of 3ds max with your script I get "Unknown system exception" and it highlights:

    md5vertindices[i] = self.checkforvertex vertindices[i] tvertindices[i]

    Any ideas?



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