Hello, everyone. I'm writing a Blender Python script for exporting custom models to an old video game engine's model format. This is something that I've been struggling with for awhile now. So, I have a test model that has been rigged. However, I need to change the vertex indices. Unfortunately, Blender has no option for…
Ah. Thank you for the clarification. I'll probably go with the pose or edit bones, then. I'll see what one works better for my workflow. To be fair, this is my 5th / 6th attempt on trying to do this - in three different languages: GML, Maxscript, and Python. I've been so close, and somehow fall short on the relationship…
Each of those collections gives access to bone types that have slightly different attributes, pose bones and edit bones being the most useful (the third seems to be Object-mode bones). You can only access armature.data.edit_bones in Edit mode. You should really try to come up with these algorithms yourself, it's the only…
The cool thing is you don't need to actually reorder the mesh vertices, you only need to output the vertices as if they were ordered. You can "lie" whenever you need to write the index of a vertex, it can be whatever you want. - Traverse the PoseBone chain from the root bone to the leaf bone(s). - Use an incremental…
Ok... I think I'm getting to where I want to be now. I have code, but it's only for testing, and is really messy. I'm going to try writing the full script for what I want to do now. Hopefully, it works out. I'm having a much easier time referencing things.
Hey, rolin. This is for Little Big Adventure 2 / Twinsen's Odyssey (1997). Actually, each bone has a root vertex, and multiple vertices can be offset from that one. I thought my explaining might be difficult to get across - I apologize for that. The models are entirely written in hexadecimal notation. If it helps…
What game is this for? And does this mean you can't - per definition - assign one vert to multiple bones? Anyway: if you write an exporter you can give each vertex your own indices. You just have to handle / order them that way before writing to the output
Hi again, RN. Thank you so much for getting back to me on short notice. That part about, "lying" a vertex's index seems much easier to me than using its actual index - I just need to make sure I get the right ones. I hope this isn't too much to ask for... But, how may I go about doing that? I can't seem to find a set way…