Quote:
Originally Posted by divingbluefrog
Hi Hans,
Well, it's near to the 1 million $ question...
MeshAnimationData2 is the type of animations used mainly by the crew, as on the coning tower during watch.
You can find them for example in POSW.anm. I'm able to import them in a .dat file and they indeed show in S3D. That's how I found that the first in the previous file was the one that is called when a watchman fines tune his binoculars. But once imported, I get the associated wracked mesh, thefore my question to Privateer.
I've finished with the structure of the model chunk, and there is something disturbing with the way it handles the uv3 vts.
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Hi again divingbluefrog,
Yes i understand some controllers are still to identify correctly, what baffling me is that even if i pull one single vertices on any body or head we got the same wacky mesh in game, normally since i was teaching animation and morphing then changing one vertex won't screw the animation if the amount of vertices remain unchanged.
So my guess so far would be that a kind of a shell exist in an ACT file that identify the mesh integrity so finding that shell trigger could lead to success. In a word we need to find a way to lure the game engine to identify our new mesh as the original one.
Let's team on this and i am convinced we will succeed, for the moment i am pretty busy finishing my own mod and it is a hell of a task for single man but the minute i will have spare time i will focus on crew animation i would love to be able to do it because i can animate anything professionally i am in the field since the early beginning under DOS.
Best regards Hans