as far as i can tell --comparing generated binary .mmh files side by side in the Toolset-- the skeleton hierarchy is re-generated virtually identical to what it's like in the source .mmh file. (through cheating, but that's a story for another day) So i'm inclined to chalk this up to the game interpreting the weight map IDs in different manner than i do.
I have presumed (based on the default game files) weight maps are stored like this:
* bone nodes in the skeleton defined in .mmh have assigned IDs, ranging "0 to amount of bones - 1". Nodes which aren't bones have ID of -1.
* each chunk has list of "used bones" which is a list of these global bone IDs utilized by the chunk
* in the .msh file weight map IDs are indices to that "used bones" list starting from 0. e.g. if the used bones list for chunk is 2, 65, 33 and weight map ID of a vertex is 2 then it means "3rd position in the used bones list -> bone with global id of 33"
this part also seems to work in the exporter. At least, importing a regular .mmh, exporting that and re-importing resulting file produces the same weight maps in the 3d program. The only factor which does change is the global IDs assigned to the bones.
Pretty much stumped what exactly is causing the issue then, and how it can be fixed.
i have uploaded a sample of default heavy armour mesh exported and showing the error in question here: http://social.biowar...ct_file_id=5620 if someone wants to take a look.
Modifié par tmp7704, 05 août 2010 - 03:46 .





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