Eric thanks, It's not hard for me and it's just a few things that i can help. I know it really difficult but the best gift for all of us is solid and stable Suite release before a new features arrive =)
Hey Eric I'm trying it. It kinda works, the rig moves out of place from the characters geometry, but it seems the verts weighting was retained. I'll keep trying it out. Will also do a search for Dygert's thread.
Thanks Eric. Looks like there are some great tools that will convert the splines to poly sheets easily. Unfortunately they don't seem to be commercially available. I'll try and contact some of the artists and see if they are willing to release them.
Thank you for the clarification Eric, that is what I assumed. You are also correct about the direct animations, it's just the programming we have in house for some automated processes searches for bones specifically, hence their inclusion.
@ Tyrone: Unfortunately it doesn't solve the issue... I also tried SBM without success. Gawd!! @ Eric: I think that if I wanna stay in 3ds Max i'll have to make some decimation alright!
hahaha yea exactly Anthony. otherwise you just become that person no-one wants to work with. AKA: [ame=" https://www.youtube.com/watch?v=c7IvRqHaUAk"]Eric Cartman I AM GOD - YouTube[/ame]
Yes, Eric, I'm on Max aswell but I know that Maya/Max .fbx process is pretty much identical for SF. So any controllers driving bones, and ultimately verts through skin mod, will bake.
Thanks Eric! I figured as much that a seperate ID was the way to go. So I just make a unique tex on my own with a norm and spec map, then create a custom mat inside Ddo right???
i try to read the tutorials --) Thank you so much Eric! The idea, to lower the render quality is nice idead. I will check this out. You mean, turn everything off? Final Gather, Antialiasing ... and and and
Thank you Eric, im trying them out now. But the whole collection is a bit moore than i asked for :D haha but i have plenty of stuff to play around with now. Thanks alot!