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Messages - shatteredwings

#1
WWMT Feature Requests / Re: DMX exporting?
October 28, 2013, 07:21:59 PM
Quote from: wallworm on October 28, 2013, 01:16:59 PM
I have already started building a DMX exporter. I'm not sure when I'll be done.

Why can you not export animations without DMX? You should be able to use SMD. I haven't really messed with SFM much... does it not use animated SMDs?

It can use animated SMD as long as it is compiled into a model as a sequence, then you just load the sequence from the model to get it working. Again, the constant back and forth for adding new animations or fixing older ones starts to add up and having a direct DMX exporter would cut a lot of back and forth time down.. But happy to hear that you're already working on that and hope to see it soon..
#2
WWMT Questions / Newbie Question about SMD importing.
October 28, 2013, 10:26:04 AM
Hello everyone. I am new to WW and am mostly use to Wonderboys SMD importing plugin for 3ds max 2012.. I have since moved over to 2013 and WW is currently the only available importer/exporter. Now this is my problem. I was wondering how I can import my SMD model as one single piece, skeleton connected to the skin and all that good stuff *If you ever used wonderboys plugin you should understand the concept*.

But whenever I import an SMD model with WW, my mesh is detached from the skeleton, the extra pieces such as the eyes, teeth, tongue, are all separated. So I was wondering how I can get them all as a single piece. I mostly need them as one single model for the purpose of rigging them via CAT for animations. I currently have a work around *I import then through 2012 old plugin, then save file as .max and use that in 2013*... So I was wondering if I just have been doing something wrong, or maybe if this was even possible with WW.

Thanks for any help guys.
#3
WWMT Feature Requests / DMX exporting?
October 28, 2013, 10:11:53 AM
Hello there. I have just recently started using WW, seeing as the older version of SMD import/export from cannon fodder and wonderboy have sadly been outdated for a very long time. Though I am new to using WW I am not new to animations in 3ds max, exporting the SMD and compiling said animation to be used in 'Source Filmmaker'. While this is an easy thing to do it is still rather time consuming to make an animation, compile models, just to see you did something wrong, just to repeat the process all over again. These 10 or more minutes of compiling and testing add up and gets tiring after awhile. Though, Source Filmmaker does allow direct animation importing through the use of DMX files. Other 3d programs such as Blender and Maya have plugins that support such exports for DMX animations. So, I was hoping that perhaps it was possible for WW to implement DMX exporting. While it isn't entirely needed, WW for me has been a one stop plugin that is great for everything I need.
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