Mesh Deform question 2004-03-23 - By welchc@(protected)
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I'm thinking that I cannot do the morph targets in w3d. Instead I was wondering if I can take the debug text that is generated during export from lightwave and apply it to a mesh deform modifier. Does anyone think its possible? here is a sample of the text:
<!--StartFragment-->***************** Motion Palette ***************** ******************************************************** ******************************************************** *** Entry 0: Index: 0 Name:DefaultIFXMotion Dumping IFXMotion Object with 0 Tracks. ******************************************************** ******************************************************** *** Entry 1: Index: 1 Name:Test_Ballkey Dumping IFXMotion Object with 1 Tracks. Track: Test_Ball
KeyFrame Time: 1.766667 POSITION:X: 0.000000, Y: 0.000000, Z: 0.000000 ROTATION: Quat: 1.000000, 0.000000, 0.000000, 0.000000 SCALE:X: 1.000000, Y: 1.000000, Z: 1.000000 KeyFrame Time: 1.800000 POSITION:X: 0.000000, Y: 0.000000, Z: 0.000000 ROTATION: Quat: 1.000000, 0.000000, 0.000000, 0.000000 SCALE:X: 1.000000, Y: 1.000000, Z: 1.000000 KeyFrame Time: 1.833333 POSITION:X: 0.000000, Y: 0.000000, Z: 0.000000 ROTATION: Quat: 1.000000, 0.000000, 0.000000, 0.000000 SCALE:X: 1.000000, Y: 1.000000, Z: 1.000000 KeyFrame Time: 1.866667 POSITION:X: 0.000000, Y: 0.000000, Z: 0.000000 ROTATION: Quat: 1.000000, 0.000000, 0.000000, 0.000000 SCALE:X: 1.000000, Y: 1.000000, Z: 1.000000 KeyFrame Time: 1.900000 POSITION:X: 0.000000, Y: 0.000000, Z: 0.000000 ROTATION: Quat: 1.000000, 0.000000, 0.000000, 0.000000 SCALE:X: 1.000000, Y: 1.000000, Z: 1.000000 KeyFrame Time: 1.933333 POSITION:X: 0.000000, Y: 0.000000, Z: 0.000000 ROTATION: Quat: 1.000000, 0.000000, 0.000000, 0.000000 SCALE:X: 1.000000, Y: 1.000000, Z: 1.000000 KeyFrame Time: 1.966667 POSITION:X: 0.000000, Y: 0.000000, Z: 0.000000 ROTATION: Quat: 1.000000, 0.000000, 0.000000, 0.000000 SCALE:X: 1.000000, Y: 1.000000, Z: 1.000000 KeyFrame Time: 2.000000 POSITION:X: 0.000000, Y: 0.000000, Z: 0.000000 ROTATION: Quat: 1.000000, 0.000000, 0.000000, 0.000000 SCALE:X: 1.000000, Y: 1.000000, Z: 1.000000 <!--EndFragment-->
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