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	<title>Extensions:2.6/Py/Scripts/Import-Export/MD3 - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Extensions%3A2.6%2FPy%2FScripts%2FImport-Export%2FMD3"/>
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	<updated>2026-06-03T19:08:13Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Import-Export/MD3&amp;diff=147487&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Import-Export/MD3&amp;diff=147487&amp;oldid=prev"/>
		<updated>2018-06-28T21:09:02Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:09時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Import-Export/MD3&amp;diff=147486&amp;oldid=prev</id>
		<title>wiki&gt;Neumond: /* Textures, UVMaps */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Import-Export/MD3&amp;diff=147486&amp;oldid=prev"/>
		<updated>2018-04-24T08:22:38Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Textures, UVMaps&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ScriptInfo&lt;br /&gt;
|name=MD3 Import/Export&lt;br /&gt;
|tooltip=MD3 Import/Export (.md3)&lt;br /&gt;
|menu=File &amp;gt; Import/Export &amp;gt; Quake 3 Model&lt;br /&gt;
|version=0.2.0&lt;br /&gt;
|blender=2.6.9&lt;br /&gt;
|category=Import-Export&lt;br /&gt;
|author=Vitaly Verhovodov&lt;br /&gt;
|license=MIT&lt;br /&gt;
|distribution=Extern&lt;br /&gt;
|exe=io_import_md3.py,io_export_md3.py&lt;br /&gt;
|download=https://github.com/neumond/blender-md3/releases/download/0.2/blender_md3.zip&lt;br /&gt;
|bugtracker=https://github.com/neumond/blender-md3/issues&lt;br /&gt;
|link=https://github.com/neumond/blender-md3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Allows you to import and export Quake 3 models.&lt;br /&gt;
&lt;br /&gt;
Importing uses ShapeKey objects for vertex animation data. Sharp edges are made of separate triangle groups.&lt;br /&gt;
&lt;br /&gt;
Exporting calculates positions for every frame using any animation method supported by Blender, it's not constrained with ShapeKeys.&lt;br /&gt;
&lt;br /&gt;
Texture names must be set explicitly before export, they usually designate shader path inside .pk3 file and cannot be determined by script automatically.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Use ''Install Add-on from file'' button in ''User Preferences/Add-ons''.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
=== Export ===&lt;br /&gt;
&lt;br /&gt;
Script uses ''Frame Start'' and ''Frame End'' to determine the range of frames to export. For example, to export single frame .md3 use:&lt;br /&gt;
&lt;br /&gt;
[[File:Md3expframe.png]]&lt;br /&gt;
&lt;br /&gt;
Every mesh object of current scene will be exported. Names of meshes go into resulting file ''as is'', so you can refer them in your code (suffixes like .001, .002 are ignored).&lt;br /&gt;
&lt;br /&gt;
Sharp edges will be automatically split to make separate pairs of vertex/normal. Md3 supports only triangles, script makes triangulation on its own. Any material parameter will be ignored, except texture.&lt;br /&gt;
&lt;br /&gt;
=== Textures, UVMaps ===&lt;br /&gt;
&lt;br /&gt;
You have to add ''single'' material with ''single'' texture for every mesh object. Name of texture node will be written ''as is'' into md3 data (suffixes like .001, .002 are ignored, feel free to use one texture for many meshes).&lt;br /&gt;
&lt;br /&gt;
[[File:Md3exp.png]]&lt;br /&gt;
&lt;br /&gt;
Texture must:&lt;br /&gt;
&lt;br /&gt;
* be of &amp;lt;b&amp;gt;Image&amp;lt;/b&amp;gt; type&lt;br /&gt;
* mapping type &amp;lt;b&amp;gt;UV&amp;lt;/b&amp;gt;&lt;br /&gt;
* have UV map assigned&lt;br /&gt;
&lt;br /&gt;
otherwise resulting data block will be filled with zeroes.&lt;br /&gt;
&lt;br /&gt;
[[File:Md3_textures.png]]&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&lt;br /&gt;
MD3 supports tags. Tags are just named positions+orientations for different effect stuff, like shot flares, lightnings, etc.&lt;br /&gt;
&lt;br /&gt;
Tags can be done using ''Empty/Arrows'' objects. Name of the object is written to result file along with its position and rotations (same with .001 suffixes).&lt;br /&gt;
&lt;br /&gt;
=== Import ===&lt;br /&gt;
&lt;br /&gt;
Script tries to guess texture file location on import. If it finds the image you can see it in &amp;lt;b&amp;gt;Texture&amp;lt;/b&amp;gt; Viewport Shading mode.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Neumond</name></author>
		
	</entry>
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