Didnt know where to put this but... yeah. I didnt even know what to name it xD
So, its about the DW7 max script, apparently its possible to get bones, ive seen a post on the thread for DW7 by Szkaradek123, and it shows Bao Sanniang's model with bones, and he also posted this text:
Section 'G1MS' - bones
endianess = big
offset - position of G1MS section
string[8] - "G1MS0032"
dword - unknow
dword - seek
word - unknow
dword - nBones
go to (offset+seek)
nBones x (48bytes){
float[3] - bone local scale
dword - bone idParent
float[4] - bone local rotation(qx,qy,qz,qw)
float[4] - bone local position
}
How would you get the model to load up with bones? Im guessing you have to put this text into something like the max script or whatevs but I dont know where So I need help xD
Confoosed.
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- semory
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Re: Confoosed.
Yeah, I used that code for one piece and it worked, but with one piece the the cloth bones were all messed up so bones were useless anyways. Not sure about dw7 though don't have the game. Chrrox never updated his script?
- Dazzy
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Re: Confoosed.
Dont think so, I have the latest afaik.
How would I add it into the script? And would it include weights? Would make it easier than rigging the models xD
How would I add it into the script? And would it include weights? Would make it easier than rigging the models xD
- semory
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Re: Confoosed.
no, vertex weights are stored in the vertex buffer, that code above just describes the skeleton; i'm still currently working on that blender importer. the best i could probably do for ya right now it just output an OBJ file with a polygonal skeleton, or an LWO skeleton, without weights. Weights would require analyzing the vertex buffers, which could take a lot of time.
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Re: Confoosed.
Ah right, bones are useless without weights tho, so you don't have to do anything about bones :/