08-18-2008, 09:28 AM
There's no collada export, and messiah doesn't support what you would regularly call vertex weight maps, except for using the plugin peksi wrote for it that you can find on our site.
However, you CAN export your weights, just as easily as you could with weight maps. Click your bone deform effect in animate mode, and click 'save weight data'. This saves, for each bone, the weight data for each verticeID it affects and a double for the percentage value.
It's an ascii file, so you can open it in notepad and see. Between that and the fxs file (a description for which you can find here: http://messiah3d.scribblewiki.com/Main_Page ) any TD worth his weight should be able to stitch together something that will prepare it for whichever game engine you're using.
I think people have just assumed that since messiah doesn't use traditional weight maps, you can't use it in games, but really it's relatively easy.
If you specifically need collada for the game engine, I would suggest to the TD to write an fxs+mbw -> collada converter in something like python and run it out of program or with a messiah front end, because it will probably be easier than doing it from inside the SDK.
thanx for your immediate response! you help me alot!
08-18-2008, 07:25 PM
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