No problem to save skin morph data, but when I try to load it to an empty SM modifier (it only has the bones, but no morphs), I create the morphs for each bone and then I try to add the vertex I want to manipulate like the next example. This just add one vertex to the first morph of a bone:
First I say I just want 1 vertex in my morph
- sm.boneSetMorphNumPoints bone 1 1
Then, you have to specify the number of that vertex into the mesh. The next line says that the first vertex of the first morph of the bone is vertex number 25.
- sm.boneSetMorphVertId bone 1 1 25
Well, the problem is that I never get this last command to work. It looks that Max already assigned a random vertex number when boneSetMorphNumPoints was executed and I can't change it, so I can't modify the vertex I want.
Anyone knows if I'm doing anything wrong?