3d Max Texture burn? 2004-02-27 - By Lucas Meijer
Back Geordie Moffatt wrote:
> Stupid Exporter (whinge whinge), I'm thinking of writing an X3D importer > for Director. X3D is sort of the next version of VRML using XML formatting. > There is an exporter for Max, it will be easy to load because its XML, and > the format can hold more info about a mesh then W3D. I wouldn't export a > whole scene, just the objects that the vertex ordering is crucial.... for > morphing etc.
Well be aware that the irritating behaviour isn't that much part of the max exporter, it's part of the w3d exporter sdk. So _everything_ that exports to w3d will suffer from this. The only way I see would be to import the X3D at runtime, and then make a newMesh() but that's probably way too slow (and large, I assume this X3D isn't a compact format).
The other thing would be an exporter that just helps you take all the nesicerry steps.. I've been thinking about expanding the max exporter so that it will take a lightmap object, and before export, make a temp copy, 1) splits all uv's (so that each vertex is duplicated for each usage. This means a lot of vertices, but it's the only way to specify multiple UV's for the same vertex). 2) export the model to w3d, with the base texture applied, 3) analyze the exported model's geometry, 4) does the facemapping for you, so it generates a textureCoordinateList you can use in director just like that...
Basicly it's just doing automatically what most people have been doing manually. It would be a nice help though..
Bye, Lucas __ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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