Tydeus wrote: ↑
Fri Jul 17, 2020 10:18 pm
Just wondering, did the model scale change between versions? I tend to go with scale 1 for some reason (I dunno) and adjust it in the program I use later, the old version used to be at my scale at 127.55, but the new version doesnt reach that until 3227.55
Also, how do I turn these textures "normal" ?
I don't think so, only thing I did was add a modifier and set it to 100 times scale (or "100.0") by default since they're difficult to work with in their original sizing. Other than that, it's likely caused by Max's unit scale having been changed at some point.
As for the textures, there's some kind of material blending going in there involving the red/green/blue channels. I'm not exactly sure what would need to be done to get those looking correct, but perhaps I can do some more thorough investigation into material properties later.
Anyway, me being the lazy slob that I am, instead of actually scripting stuff I decided to go back and improve upon the bone name hashes list instead. In the past few days I've added a whopping 5,649 more names (for comparison, the original list has 6,253), bringing it up to 11,902! Now most TWD Final Season characters for instance are only missing 4
bone names (one left/right pair for face bones, one left/right pair for hands). Whoo, progress! Finally!