Pepsee wrote: ↑Mon Oct 26, 2020 9:10 am
lionheartuk wrote: ↑Mon Oct 26, 2020 1:09 am
Pepsee wrote: ↑Mon Oct 26, 2020 12:46 am
Yes and no. If you check out RE1MV and RE2MV, meshes are exported to OBJ's, segmented. Upon using the 3ds max script they are automatically rigged, each section is attributed it's characteristic bone.
Here:
https://youtu.be/Fx3NULUpf0k
It's not yes/no, it's entirely no unfortunately.
That max script is doing 1 of these 2 things.
It's either doing the rigging and skinning process entirely in Max based on the original games rigging data or B: It's converting all the vertex offset data from the original game and applying that to the imported obj file (which once it's imported isn't an OBJ anymore).
IF you exported it all again as an OBJ it'd lose all the animation and any rigging because obj files don't support anything other than geometry and possibly vertex colors.
The only difference between this script and manually going in and rigging everything yourself is that the script does it all for the user.
If you're using the RAW OBJ, definitely, there's no rigging data at all. But in this case, OBJ is a viable option and this method doesn't require another format to be exported such as FBX, SMD, etc.
Again though, obj isn't a viable option because of the format, this is just how this specific script writer wanted it to work.
OBJ is the easiest 3D format to write so thats why it was likely used.
If it wasn't for the Max script everyone would just be stuck with a useless static OBJ file.
As i said, its just static mesh data, the rest of the data is doing through the script, you don't need OBJ to do that, could've used any format, this is a bit of a weird way to do it if anything. This script doing things in an unusual way isn't better than a single fbx being exported with animations for example.
this method doesn't require another format to be exported such as FBX, SMD, etc.
It does if you ever intend to use it outside of 3DS Max.