Updated 16.11.2009:
Actor X Importer is a preferred way to load meshes exported by umodel. Umodel switch "-md5" is obsolete. Md5 importer will not be updated with a new features anymore (but I have no plans to remove -md5 switch, also md5importer had some updates after Actor X Importer release ...)
Starting with umodel version dated 24.03.2009 there is additional command line switch "-md5" affecting mesh exporting behaviour. When you have used this switch, umodel will create idSoftware md5mesh or md5anim files instead of ActorX psk or psa. This was done to exclude additional costly or buggy software from importing chain (such as MilkShape or PolyTrans), and to extend list of software, which can load umodel-made files (md5 format is more widely supported, then ActorX).
Some notes:
- md5anim file will have dummy "bounds" section (it is useful for idTech engine only)
- "hierarchy" section contains parent bone information, taken from MeshAnimation objects. But Unreal Engine does not use this data for rendering, it uses skeleton hierarchy from SkeletalMesh (in UE3 there is no "bone parent" information in AnimSet at all). There is no problems with "md5 importer for Max by der_ton", but "md5 viewer by der_ton" uses information from md5anim, and animated skeleton will be broken there
- Page with md5 format tools and other information is here (MODWIKI page).
Some exported UE meshes are incompatible with existing md5 tools. I was updated "MD5 to 3D Studio Max Importer by der_ton". Its original page is
here. Modified version is available on my site, permanent download link is
3dsmax-md5importer.zip Current version is 0.96. If it will be stable, I'll post message on original forum thread. Note: my 3dsmax-md5importer changes are not UE- or umodel-relative, they are "common".
Current changelist (can be seen in md5importer.ms file):
0.96 (2009-04-03)
- added support for meshes with null-length bones
- added option to set Max animation length equal to md5anim animation length