Thank you.
I have read the tutorial bobakabob linked to, and it helped me understand how to work with weightmaps.
However, I have a few problems, some are more urgent, and the others are less urgent.
First of all, I am using the export directX V1.3.3 plug in.
I am working on a game, so I need to use my model in a game.
If I export the model without weight maps and with bones and bone animation, then everything works fine.
I save the file in text format, so I can see that each bone gets appropriate weight values according to the default bone weights in lightwave.
However, if I use weight maps, then the weight in the file is according to the weight map alone.
So if I made my mesh with two weight maps.
One weight map with 100% on the head vertices and 0% at other, used by the head bone.
The second map is 100% on the whole body and on the head 0%, for the rest of the bones.
The file contains only values such as 0, 1. 0.25 for weights, unlike all the versatile values in the file when no weight maps were used.
So what I would like to have is some sort of a multiplication between the values of the x file without the weight maps and the values of the x file with the weight maps.
I think that should do the work.
I can do it in my program and keep exporting two models into x files each time I need a model.
However, I would prefer this will be done in the plug in itself.
The second problem is when I export a scene with a mesh with weight maps and animation keys to its bones. I don’t see the animation in the viewer of the directX exporter.
This might be due to the fact that the values saved in the x file are only 1, 0 or 0.25 according to the weight map and disregarding the default bones behaviour in layout.
Well, I have another less urgent problem, but I wrote a lot already, so this will do.