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urgaffel
01-11-2003, 11:37 PM
Hey all.

I was wondering if there's any easy way to export skeletal animation from max to a 3d engine using ase files, or an ase and a separate index file if needed. What I need is which vertex is linked to which bone. Weights would be nice, but it isn't improtant yet. Like a screenshot of the vertex weight table but in a text file.

I tried using Skins "save envelopes to ascii", but it didn't give me which vertex is linked to which bone. So close but yet so far... Also tried saving weights with Chuggnuts Skin Tools, which gives a smaller file but not which verts belong to where (and I just realized they are the same thing heh) Anyway, saving a .phy file is a little cumbersome since it gives you a lot of info I don't need. Just need a bone and vertex index with weights.

A friend did however find an ase-file with physique properties embedded. How did they do that?

*example from said ase*
-------------------------------------

*PHYSIQUE {
*PHYSIQUE_NUMVERTEXASSIGNMENT 324
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 0 "Bip01 L Calf"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 1 "Bip01 L Calf"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 2 "Bip01 L Calf"
*PHYSIQUE_VERTEXASSIGNMENT_NONBLENDED_RIGIDTYPE 3 "Bip01 L Calf"

-------------------------------------
*end example*

(and it goes on with n+1 for the whole model...)

I'd be very happy for anything that can help me out or point me in the right direction.

urgaffel
01-12-2003, 12:07 AM
We might've found a way to use Skins Env files as an index, but if you have any ideas on incorporating these things in an ase, I'd be overjoyed to hear it. And anything about that Physique code too.

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