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Any D3D and/or MaxScript experts? I need help exporting skinning from 3DS Max

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Hey all,

This might be a long shot but what the heck. Recently I started working on export/import plugins for a custom 3D format. Exporting from 3DS Max using MAXscript and at the moment I'm working with D3D10. I'm not using the built in Mesh classes, I opt to roll my own.

Vert position, tex coords, normals, and everything are FINE. MY problems start when I get to exporting current bone transformations from the skin modifier. I'm pretty sure I've extracted the vertex blend weights and indices properly, I've tested with a shader that highlights in red the current vertex's weight for __ bone, as well as tested setting all but ___ bone to an identity matrix, and just moving __ bone around.

Can anyone offer some advice on how to properly export bone transforms from max? How to properly implement it in C++/D3D10? If anyone feels they can help I'll show what code I've drafted for this stuff so far.
2009-08-17 21:25:00

Author:
Foofles
Posts: 2278


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