   MD5 file format help
  hello, i was looking into the md5 file format and tried to understand it, but i was wondering where do the vertex positions come from?each mesh contains a list of vertices, which furthermore contain uv-coordinates, but no xyz-positions. also i was missing the normals.i got the information here:http://www.modwiki.net/wiki/MD5MESH_(file_format)thanks   
  AFAIK the MD5 format does not contain vertex positions directly.  What you have access to is all the joints and their weights associated with a vertex from which you need to calculate the final vertex position (vertex skinning).The joints contain a position and the vertex contains the weight of the joint (all joint weights should add to 1.0).  What you need to do is convert from the local joint space to object space and then sum up the positions and weights.  I think you'll need to load an MD5ANIM file for this aswell.Someone correct me if I am wrong, I haven't worked with the MD5 format.Hope that helps;  i have written a md5 mesh + animation loader ( a year ago or so, so its a bit hazy )theres 2 files one contains the model in the default pose, to draw the thing on screen (without animation) u can use this but if u want it to walk u will need the animation files as well.each vertice in the default pose is attached to various bonesthe animation file deals with the movement of the bones, so when they move youve gotta update the attached vertices*im sure theres plenty of thourough resources on the net on how they all work   ;this page has some source code you could check out.   ;  thanks for all the info.so i guess normals would be stored in the material then?if anyone got some more links to loaders (any language), please let me know.   ;Try this.  Its like a tutorial and explains quite a few things about the MD5 files and about animating them (C code provided).The normals can be calculated from the vertex positions, the above link goes through that too.Hope that helps