Thanks for the tutorial I've gotten alot further with this than I have otherwise.
I'm a total noob at this kinda thing, though I'm pretty good at blender. So I've been making a new enchanter rob. Which I think will look pretty good, but I can't for the life of me get a mmh file to compile with the graphics processor.
I think my issue is I exported to .3ds imported to blender did my model, then exported to fbx. The problem is the mmh file is coming out at like 2 kb, so I'm thinking something is wrong. My exported fbx file opens up in the tazpns scene viewer. The .msh file is fine. But the mmh is very small 2kb and there is no mao.
I'm guessing that I'm losing information in the mmh to .3ds to blender transfer. That causes the mmh to not have enough info to process.
You had made mention of a fbx importer for blender, my version 2.49 doesn't have a fbx importer. I've searched the web for fbx plugins for blender and can't find one. So if you know of one please point me to it.
Also, my msh will update the model in game when I put it into the override, I know because I went ahead and used the existing mmh, mao, and phy file. No animation and only parts of my mesh were changed, but I was able to see that my msh was indeed working. So that drives the question how do you go about exporting the bones and animation info or applying a msh and mmh to an existing animation.
Modifié par mutantspicy, 02 décembre 2009 - 02:43 .