- Joined
- Nov 3, 2006
- Messages
- 8,102
This is how MDX import script for ms3d would work:
You use a simple interface to import a model. So what would be imported? First off mesh, then UV, materials, and BONES. Not animations, but bones. Because later on you can transfer it using either oinkerwinkle's tools or in plain .mdl code. Now wc3 uses 3 kinds of interpolations: linear, bezier, and hermite. They would be recognized as joint comment. And bone ids would be after interpolation string, like "bezier,32". Then you can edit a model in ms3d, much faster then in oinkerwinkle's tools, and this model is already rigged. Once exported, you can put all nodes you want in either Magos Modeleditor or plain mdl. What is advancement of this? Fast model editing in ms3d, and then use new exporter, that would handle bone ids
What is only const to all this? It is not made yet and maybe never will, but is something I have thought of.
You use a simple interface to import a model. So what would be imported? First off mesh, then UV, materials, and BONES. Not animations, but bones. Because later on you can transfer it using either oinkerwinkle's tools or in plain .mdl code. Now wc3 uses 3 kinds of interpolations: linear, bezier, and hermite. They would be recognized as joint comment. And bone ids would be after interpolation string, like "bezier,32". Then you can edit a model in ms3d, much faster then in oinkerwinkle's tools, and this model is already rigged. Once exported, you can put all nodes you want in either Magos Modeleditor or plain mdl. What is advancement of this? Fast model editing in ms3d, and then use new exporter, that would handle bone ids
What is only const to all this? It is not made yet and maybe never will, but is something I have thought of.