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« Reply #586 on: April 10, 2011, 02:56:42 PM » |
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Aww......what's the difference again? XD really bad GUI vs really good GUI
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« Reply #587 on: April 10, 2011, 03:00:47 PM » |
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:'( Oh well, Im better off waiting for someone else to come along and finish it
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« Reply #589 on: April 10, 2011, 07:47:07 PM » |
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hmm... I think I'm going to log the transforms in my tmp format, instead of applying them before logging the verts... this is to allow them to be applied via the export GUI of the obj format (will currently be unchecked by default)
btw... when exporting MDL0 (not in this release) the option to apply transforms will only be experimental
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« Last Edit: April 10, 2011, 07:48:28 PM by Tcll »
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« Reply #591 on: April 12, 2011, 03:44:07 PM » |
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g&w is the biggest troll Still, if I understood correctly, the release will export .mdl0 to .obj, but won't import?
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« Reply #595 on: April 12, 2011, 04:34:23 PM » |
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Sweet.
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FC: 2191-7379-6272
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« Reply #596 on: April 13, 2011, 05:00:58 PM » |
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Little progress update: Nel converted to dae with AiS 1.3; imported, fixed and exported from 3ds max; and re-imported using Brawlbox. The obvious problem is apparently the transforms. The weights and bones work perfectly though so that's great news
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« Reply #597 on: April 13, 2011, 05:29:58 PM » |
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So wait, this means we're one step closer? ^+^ sounds good =3
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« Reply #598 on: April 13, 2011, 06:33:22 PM » |
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Anybody want to try to manually fix this brres? (I got the above example to export, with the messed up values) http://www.mediafire.com/?h3ki0cl5d8b91x7
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« Reply #599 on: April 13, 2011, 06:56:08 PM » |
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I will try to fix it
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