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Offering 35$ for writing import max script

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zaramot
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Re: Offering 35$ for writing import max script

Post by zaramot » Tue Apr 01, 2014 6:44 pm

Okay then, here's not animated meshes - export them and test ingame.
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Re: Offering 35$ for writing import max script

Post by lumis » Tue Apr 01, 2014 7:27 pm

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.

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Re: Offering 35$ for writing import max script

Post by zaramot » Tue Apr 01, 2014 8:05 pm

That's almost good then. Not a bad news!
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Re: Offering 35$ for writing import max script

Post by lumis » Wed Apr 02, 2014 6:56 am

Well yeah that's a nice progress :D hope to see animations soon :mrgreen:

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Re: Offering 35$ for writing import max script

Post by zaramot » Wed Apr 02, 2014 5:40 pm

Ah, that's pretty much everything I planned to do with this game. Let's leave animation for someone more interested.
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Re: Offering 35$ for writing import max script

Post by zaramot » Sun Apr 06, 2014 12:10 pm

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
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Last edited by zaramot on Mon Apr 07, 2014 8:11 am, edited 1 time in total.
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Re: Offering 35$ for writing import max script

Post by lumis » Sun Apr 06, 2014 1:38 pm

Thanks for all the help, ill check them asap^^

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