[692] | 1 | <HTML> |
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| 2 | |
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| 3 | <HEAD> |
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| 4 | </HEAD> |
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| 5 | <TITLE> OGRE maxscripts |
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| 6 | </TITLE> |
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| 7 | <BODY> |
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| 8 | |
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| 9 | Just a few words which could help to know how the script works: |
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| 10 | |
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| 11 | <H3> EXPORTING MESHES: </H3> |
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| 12 | |
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| 13 | <H4> Vertices and TVertices:</H4> |
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| 14 | |
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| 15 | Vertices describes where faces are and tvertices how faces will be mapped. |
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| 16 | <U>There is no link between their numbers in 3dsmax.</U> |
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| 17 | But as it is said in the Maxscript Reference there are as many face as TVface. <BR> |
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| 18 | In order to retrieve information, getFace() and getTVFace() link vertices and tvertices. |
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| 19 | <BR> |
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| 20 | This is the same problem with colour vertices ( function is caled getVCFace() ). |
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| 21 | |
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| 22 | <H4> Bone assignements: </H4> |
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| 23 | |
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| 24 | Skinops provides lots of functions in order to deal with bone assignement. |
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| 25 | So the mesh MUST have a Skin modifier.<BR> |
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| 26 | |
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| 27 | <B>NOTA</B>: In order to increase speed when this skeleton is used with OGRE, if a weight is < 0.1, there will not be a bone assignement. |
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| 29 | |
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| 30 | <H3>EXPORTING SKELETONS</H3> |
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| 31 | |
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| 32 | <H4>Key controllers:</H4> |
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| 33 | |
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| 34 | Script reads controllers of bones which are in skeleton, in order to knwo when it should set a keyframe.<BR> |
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| 35 | |
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| 36 | <H4>Position and rotation in XML file</H4> |
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| 37 | |
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| 38 | Bones position always refers to parent coordinates. Initial rotation must be set in parent coordinates too.<BR> |
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| 39 | But then, in tracks, rotation and position are relative to their first value. (Hmmm, sorry I don't find the words to explain that...) |
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| 40 | |
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| 41 | <H3>OTHERS</H3> |
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| 42 | |
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| 43 | <H4>3ds max objects name</H4> |
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| 44 | |
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| 45 | Caution: When a name is "Left Arm", the name to select this object is Left_Arm. |
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| 46 | So there is a function in usefulfns.ms which does replacement. |
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| 48 | </BODY> |
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| 49 | </HTML> |
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