Model reverse FACES making
Posted: Fri Jul 01, 2016 3:44 pm
Hi to all, thanks for reading this lines and please be good with my english isn't my native language.
First of all, im using Wavefront .OBJ format, but i want to change it if it possible (that format doesn't support bones and other things.
For continue, isn't a problem export models with the format that i will attach to a code, i want to know if there is a similar to put import other type of models to that.
Example:
Bones
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
XX / YY / ZZ = Positions of Bones
AA xx yy zz aa = Other stuff unknown
Submeshes (are various of this in a bone)
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
UU UU UU UU VV VV VV VV 00 00 00 00 00 00 00 00
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
UU UU UU UU VV VV VV VV 00 00 00 00 00 00 00 00
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
UU UU UU UU VV VV VV VV 00 00 00 00 00 00 00 00
XX / YY / ZZ = Vertex axis
AA = How vertex works with animation (if static, if move and how it does with bones modifications.
xx / yy / zz = Shadding position
aa = Shadder functions
UU / VV = UV (Texture vertex)
The face are ordenated so if there are 10 vertex (all with vt and shadding) the faces order will be this
1 - 2 - 3
2 - 3 - 4
3 - 4 - 5
4 - 5 - 6
5 - 6 - 7
6 - 7 - 8
7 - 8 - 9
8 - 9 - 10
For that reassons there are some groups of vertex on bones to do the complete model.
There is a way to take a format of model 3D that uses THAT type of faces? Its for create Model3D so i can convert if it got that info with a plugin of QuickBMS or something similar, the problem is that face maker that generally models of internet doesn't follow.
If you can submit a little information i will be very gratefull. Thanks for reading me
First of all, im using Wavefront .OBJ format, but i want to change it if it possible (that format doesn't support bones and other things.
For continue, isn't a problem export models with the format that i will attach to a code, i want to know if there is a similar to put import other type of models to that.
Example:
Bones
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
XX / YY / ZZ = Positions of Bones
AA xx yy zz aa = Other stuff unknown
Submeshes (are various of this in a bone)
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
UU UU UU UU VV VV VV VV 00 00 00 00 00 00 00 00
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
UU UU UU UU VV VV VV VV 00 00 00 00 00 00 00 00
XX XX XX XX YY YY YY YY ZZ ZZ ZZ ZZ AA AA AA AA
xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa
UU UU UU UU VV VV VV VV 00 00 00 00 00 00 00 00
XX / YY / ZZ = Vertex axis
AA = How vertex works with animation (if static, if move and how it does with bones modifications.
xx / yy / zz = Shadding position
aa = Shadder functions
UU / VV = UV (Texture vertex)
The face are ordenated so if there are 10 vertex (all with vt and shadding) the faces order will be this
1 - 2 - 3
2 - 3 - 4
3 - 4 - 5
4 - 5 - 6
5 - 6 - 7
6 - 7 - 8
7 - 8 - 9
8 - 9 - 10
For that reassons there are some groups of vertex on bones to do the complete model.
There is a way to take a format of model 3D that uses THAT type of faces? Its for create Model3D so i can convert if it got that info with a plugin of QuickBMS or something similar, the problem is that face maker that generally models of internet doesn't follow.
If you can submit a little information i will be very gratefull. Thanks for reading me