Hi,
I'm not a max or maya user so bare with me please.
what does max require in the way of information imported either with an .obj file or seperately to have 'weighting' applied to the mesh.
and, what can max output in the way of 'weight mapping'?
and, the same questions for maya...
background... if i'm going to be importing some new, say character models into O2 i need the 'skeleton' selection names to remain intact and i'd like some method of bringing in 'weighting'.
currently, the mesh component names get a bit munted while importing into O2 and there's sometimes loss of some poly's along the way (yes, i realize it's RC)... so i'm making a little tool to make a p3dm out of an obj file...
this should solve the 'selection/component' naming issue and the poly's too...
the previous RC had a 'import maya weight map' - did this even work? if so, how does one go about creating a maya weight map? All, i need to know is what the maya output is and looks like - or a pointer to some reading on the matter.
In a p3dm model, each vertex in a selection has a 'weighting' from 0 to 1.0. this is what i need to find from the maya or max end... then i can either include this when processing an obj into a p3dm (preferably) or integrate this 'weighting' value afterwards...
one can have a 'w' value per vert. in an .obj file, but i haven't worked out if one can have a 'w' value per vert, per component in the file format. does anyone know if you can or cannot? i get lost in the docs. abit when it starts getting into all the info. on creating curves of various sorts...
the result, would of course not be ideal, but the objective is to have a at least the names intact, poly's intact and weighting.
if BIS do a 'release' version of O2 that covers everything off then cool banana's, i just don't want to wait around...
btw, is a p3dm-> obj tool of much interest, 'cause i've finished that one but i'm not sure many of you would find it useful?
alternatively, would any of you like to suggest what you think might be needed in the way of little tools to help ease the inwards/outwards flow of of model material into O2?
also, along with all of this i'd like to look at how much a model can differ in size and proportions before the BIS rtm's become unuseable with any new content and on top of that i'd like to look at easing the process by which one can import new anims and the guidelines the 'community' should adhere to for compatibility between content creators.
cheers, Sy.
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