| 03-25-2005, 02:20 AM | #16 |
dex is able to export it perfectlly, but is not able to export xyz eular angles, and i'm sure this importer use that controller for setting perfectlly hermite, i will try to update dex so it uses eular angles for exporting. oh and theprofet, the particle emitter used for particle emitters1 is super spray, so you can add it to your importer, just as reminder. |
| 03-25-2005, 08:14 AM | #17 |
I know, but the problem with SuperSpray, is the difficulty to settle correctly. I keep trying :) Edit : we use TCB_Rotation for hermite rotations. |
| 03-25-2005, 01:13 PM | #18 | |
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| 03-25-2005, 05:15 PM | #19 |
Lol I don't know when it will be finished, we could release a version with the geosets cut, but without animations, but i think that nobody'll be interested by an incomplete script. Then i can't tells you a date, maybe 1 week, or 1-2 months. :\ As sooner we can. Moreover, I'm working on a m2 (wow format) importer. |
| 03-25-2005, 07:11 PM | #20 |
I'd be interested in one with just Geoset cutting as well as one with anims as I find re-rigging one of the tedius things but sometimes you want the model and the rig but not necessarily the anims. |
| 03-25-2005, 07:46 PM | #21 | |
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| 03-25-2005, 10:00 PM | #22 |
[quote]right now i think the m2 converter is more important... will it come with animations?[\quote] Yes, as the mdx/mdl importer, if i can. :) |
| 03-26-2005, 05:24 AM | #23 | |
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The project was stopped a long time because of the geoset cutting, but I finally succeeded. For animations there is just an error of a few degrees on rotations hermite which arrive on some keys, and animations do not take into account the tangents for the moment. It imports all except the other types of faces that triangle (triangleStrip and TriangleFan), the soundEmitters. (NB: that was'nt found in models, nor in art tools) It remains us to finish the creation of the objects and animations. |
| 03-26-2005, 12:26 PM | #24 | |
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| 03-27-2005, 01:50 AM | #25 |
I'm currently doing the m2 => mdl converter (warcraft3 mdl), i finished the importation of the geometry, but it isn't cut yet. |
| 03-27-2005, 02:12 AM | #26 |
cut? if it's not too hard, translate stuff u say to english... anyways i'm pretty sure, that right now we'd love a BETA version that gives us geometry as opposed to waiting |
| 03-27-2005, 05:01 AM | #27 |
Me I says that fragmentation, each one its terms: With art tools for animated a model one cannot have the geoset in only one block and apply the bones to it as one made with other scripts of export. Takes in the samples the pandaren and you will see. With this script when I import the pandaren in fragmented mode, I have exactly the same structure geometry as the .max of pandaren. |
| 03-27-2005, 12:10 PM | #28 |
i'm sorry, but i don't get you, it might be cause it's early in the morning, and i'm half awake but... |
| 03-27-2005, 08:31 PM | #29 |
hmm ok, and finally will this new importer be able to import helpers, cause they are kinda needed for the translations. |
| 03-27-2005, 08:31 PM | #30 |
hmm ok, and finally will this new importer be able to import helpers, cause they are kinda needed for the translations keys. |
