sorry a silly question,who can give me the tool of tex form1?

amandabyyy wrote:Hey everyone,
Started working on some code to import/export TMC model data. Just looking through the 64 byte sized vertex data, I can see the following:
fvfdata key -> vertex data
0x2 maps to the vertex position
0x30002 maps to the normal vector
0x5000B maps to the UV coordinate
I can't quite seem to figure out
0x1000D - This is 4 bytes. It could be the bone indices?
0x60003 - This is a vector since the 3 components' magnitude is 1 and the fourth value is 1.0. Is this the bitangent?
0x20005 - This is 4 bytes like 0x1000D. This could be bone indices.
0x105000B - This is 8 bytes. I honestly don't have any clue what this could be.
What I'm sorely missing are the blend weights which I'm assuming are 4 floats (16 bytes). If anyone could help me with these values I can't seem to figure out, I'd greatly appreciate it.
oh crap that helps a lot. thanks!syasuker wrote:amandabyyy wrote:Hey everyone,
Started working on some code to import/export TMC model data. Just looking through the 64 byte sized vertex data, I can see the following:
fvfdata key -> vertex data
0x2 maps to the vertex position
0x30002 maps to the normal vector
0x5000B maps to the UV coordinate
I can't quite seem to figure out
0x1000D - This is 4 bytes. It could be the bone indices?
0x60003 - This is a vector since the 3 components' magnitude is 1 and the fourth value is 1.0. Is this the bitangent?
0x20005 - This is 4 bytes like 0x1000D. This could be bone indices.
0x105000B - This is 8 bytes. I honestly don't have any clue what this could be.
What I'm sorely missing are the blend weights which I'm assuming are 4 floats (16 bytes). If anyone could help me with these values I can't seem to figure out, I'd greatly appreciate it.
0x105000B = 0x00105000B = 01 05 00 0B
01 declLayer
05 declUsage D3DDECLUSAGE https://msdn.microsoft.com/en-us/librar ... 85%29.aspx
00 always 0?
0B declType
by diedaodemao
good newsamandabyyy wrote:Just wanted to say thanks syasuker! I can now import arbitrary meshes on top of TMCs. I have a lot of cleaning up to do though now