I'm working on an update for the exporter, I'm very unhappy with the way meshes have to be jammed together before export. This is especially bad news if you've skinned meshes seperately and then want to export them as an M3. In the next update, I plan to have seperate editable meshes act as submeshes within the model instead of using multimaterials. Also, tigerija will be happy to know I'm planning to make all objects in the scene that aren't editable meshes and that aren't hidden/frozen exportable as bones. This means you won't have to add every damn bone object to the skin list. The skin will be used for vertex weighting information only. I'm looking forward to the update as I feel the exporter will act more like it actually does on Blizzard's end. It also should mean you don't have to bake objects into bones but we'll see how it turns out, it's still a work in progress.
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@PrivateTickles: Go
I'm working on an update for the exporter, I'm very unhappy with the way meshes have to be jammed together before export. This is especially bad news if you've skinned meshes seperately and then want to export them as an M3. In the next update, I plan to have seperate editable meshes act as submeshes within the model instead of using multimaterials. Also, tigerija will be happy to know I'm planning to make all objects in the scene that aren't editable meshes and that aren't hidden/frozen exportable as bones. This means you won't have to add every damn bone object to the skin list. The skin will be used for vertex weighting information only. I'm looking forward to the update as I feel the exporter will act more like it actually does on Blizzard's end. It also should mean you don't have to bake objects into bones but we'll see how it turns out, it's still a work in progress.