if you shift vertex start by (vertex_data_size-36)/3, you'll get the meshes in world coordinates:

deformed meshes depend by some vertices with one or two coordinates with apparently wrong values. There must be an explanation for this


Surveyor wrote:Here you go, the oneechanbara model converter, it converts the models into collada, I found this format to be very handy (very hard too) since it handles most of what we need here.
In addtition to typing the filename, you will need to provide a user friendly name to be used in models names, using something like "aya" or "bastard" will help you navigate in max better than having all models named "pl00_00" or "boss_55_05".
If you have the textures then put them in the "tex" directory right where the model is: if your model is "d:/test/model.dae" then place the textures in "d:/test/model/tex/" it's where 3ds max will look when you load the model.
Some faces are flipped wrongly, correct them by hand using "flip normals mode" then apply a MeshSmooth modifier with 0 iterations, wether you put the modifier before or after the skin modifier just doesn't matter.
Skinning looks perfect and I think there aren't any missed objects.
Enjoy!
THANK YOU!chrrox wrote:don't use the autodesk dae importer use the one you download from the people who maintain collada.
use this colladapceengied wrote: Please help 3ds max error "can't open file[*.dae]"
thank youTosyk wrote:use this colladapceengied wrote: Please help 3ds max error "can't open file[*.dae]"