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Offering 35$ for writing import max script
- zaramot
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Re: Offering 35$ for writing import max script
Okay then, here's not animated meshes - export them and test ingame.
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Making model-import scripts, PM
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Re: Offering 35$ for writing import max script
Looks ok to me, a bit not in the place where they should be but that's cuz i had to pose them myself as there was no fixed position after importing fbx, tried to match as much as possible ;d Animation also affects armor parts, so i'm 90% sure that's ok atm
Last edited by lumis on Sat Nov 14, 2015 3:50 pm, edited 2 times in total.
- zaramot
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- Posts: 783
- Joined: Wed Jan 05, 2011 12:41 pm
- Has thanked: 39 times
- Been thanked: 855 times
Re: Offering 35$ for writing import max script
Ah, that's pretty much everything I planned to do with this game. Let's leave animation for someone more interested.
Making model-import scripts, PM
- zaramot
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- Posts: 783
- Joined: Wed Jan 05, 2011 12:41 pm
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Re: Offering 35$ for writing import max script
Here's two scripts, one for skinned meshes and one for static meshes (*no_bones.ms). You must rotate all objects 90 degrees on X axis using working pivot+"angle snap toggle", to make them stand (if I make them auto-standing with script, animation works bad, don't know why xD).
Edit: Fixed script for some map meshes
Edit: Fixed script for some map meshes
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Last edited by zaramot on Mon Apr 07, 2014 8:11 am, edited 1 time in total.
Making model-import scripts, PM