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1<HTML>
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3<HEAD>
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5<TITLE> OGRE maxscripts
6</TITLE>
7<BODY>
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9Just a few words which could help to know how the script works:
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11<H3> EXPORTING MESHES: </H3>
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13<H4> Vertices and TVertices:</H4>
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15Vertices describes where faces are and tvertices how faces will be mapped.
16<U>There is no link between their numbers in 3dsmax.</U>
17But as it is said in the Maxscript Reference there are as many face as TVface. <BR>
18In order to retrieve information, getFace() and getTVFace() link vertices and tvertices.
19<BR>
20This is the same problem with colour vertices ( function is caled getVCFace() ).
21
22<H4> Bone assignements: </H4>
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24Skinops provides lots of functions in order to deal with bone assignement.
25So the mesh MUST have a Skin modifier.<BR>
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27<B>NOTA</B>: In order to increase speed when this skeleton is used with OGRE, if a weight is < 0.1, there will not be a bone assignement.
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29
30<H3>EXPORTING SKELETONS</H3>
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32<H4>Key controllers:</H4>
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34Script reads controllers of bones which are in skeleton, in order to knwo when it should set a keyframe.<BR>
35
36<H4>Position and rotation in XML file</H4>
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38Bones position always refers to parent coordinates. Initial rotation must be set in parent coordinates too.<BR>
39But then, in tracks, rotation and position are relative to their first value. (Hmmm, sorry I don't find the words to explain that...)
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41<H3>OTHERS</H3>
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43<H4>3ds max objects name</H4>
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45Caution: When a name is "Left Arm", the name to select this object is Left_Arm.
46So there is a function in usefulfns.ms which does replacement.
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48</BODY>
49</HTML>
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