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Milkshape 3D

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GoliasBR View user's profile Send private message

Reply with quote Monday, November 30, 2009

Zeth wrote : Well, it's not really MD4, per-say, for one (thus the reason for the extension/name change). It's a modified version of a custom interpretation for an unfinished and mostly undocumented MD4 format. Basically already a custom format before we touched the code, but we've since enhanced, fixed, and extended upon it.

Yes. Since .zMesh supports skeletons/bones, they'll be a lot easier to manage. The model won't need to be split into three parts (you'll export a single file). You won't need tags. Plus the format will be much easier to decompile and work with since everything isn't flattened out as vertex snapshots.

We also have plans to alter the presentation of the animation.cfg file to let you specify what animations will be attached to what characters (rather than specify each frame range, loop, etc.) This would additionally mean that you could simply model and build a sketelon for your character, export it, and then have ANY of the existing animations already in ZEQ2-lite easily attached instantly.

Rather than build a custom exporter plugin for all applications, you'll just need to export your mesh as SMD (which is widely supported) and then run it through our simple console-based converter to get the proper results.



Wow! There ARE good news. When we have access to this, the fan characters will have more quality ( I mean, each character may have different animations, attacks, these things).

Cool

Nemix View user's profile Send private message

Reply with quote Wednesday, December 02, 2009

Indeed... that's going to be like Heaven for the ones like me. Very Happy

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