I have a head mesh. there's a 4 submeshes: eyes, eyelashes, face and teethguard.
I build vertices, polys and uv for all except the face — it splitted into small pieces and each piece separate with some sort of padding usually look like this:
Code: Select all
06 00 00 00 D3 9B 6A 3F
06 00 00 00 B4 A6 6C 3F
06 00 00 00 94 34 6E 3F
probably I can delete all this garbage and build head (called face here) mesh normally but right now I'm trying to automate this process. I'm using Model Researcher.
sample and Model Researcher template:
https://drive.google.com/open?id=15Pqlx ... zMJUDxdfnw
please help me. this is my first attempt
edit: there a lot of morphs, bone names at the end of the file.
etit2: I've noticed that some of paddings between "vertex size" are longer than 4 bytes and could be: 05000000 31EE0D3D 06000000 F2616A3C 07000000 E001753C. since there's are morphs I think this info could be connected to that morphs somehow.
edit3: after more research I found the following. I thought at first that normal "vertex size" long is 88 bytes but it's a bit more complicated. For example I took a block which size is 104 bytes:
3 floats (cyan): for vertex XYZ
9 floats (black): unknow at the moment, possible normals, vertex color, weights etc
4 floats (pale green): it's a usual placeholder for this format, it will be the same for each vertex in this file
1 float (yellow): I believe it stands for UV channel number but unsure
2 floats (pink): UV
1 float (blue): this one is tricky, it defines how many float pares will be after it. I think this float and the ones next to it are some kind of modifiers of this vertex
2-8 floats (pale purple): it could be from 2 to 8 floats, didn't see more. it's a vertex modifiers as I call them. they could be related to the morphs or something else
right now I need to skip this floats after UV section, any tips?
b_ellis_head_sample.jpg
btw how should I call this line of symbols related to single vertex? Vertex block? vertex size long?