Thanks a lot, guys.
Nildoe: I know you’d like to start immediately. Please, give me some time to tidy up the code and fix some minor issues. But I guess we’re close to a stage where I won’t be able to test it on my own.
Allright, reached that point.
If there is someone who likes to fill out the laborious position of a tester, please send me a PM, and I try to get back to you soon.
I’m doing right now a little demo of a real time videogame, i’ll be doing a couple of characters, also i think i’ll be doing some character animation in a few time so if you need some test i think i can provide you with some testing.
Cheers.
I would like to read into your code, so if you want to make it public I would appreciate that…
Same here – definately interested in this. Thinking about other ways you could do this, namely atlas mapping based approach or defining areas of soft, hard and sliding masses.
currently i tend to build lower poly versions, skin them and wrap the hires to them.
Nice work, count me in for the code base as well if you are going to share.
ehi man, this tool’s looking great.
it would be saving much time.
Are you willing to distribute it once finished? (eventually coded at least for max 2009/2010) I’m very interested on it.
I would love if final version will also be able to export/import correct vertex weighting, it would be very useful.
Good work
A long, long time ago…
I’m sorry for keeping silence for so long but… I’ve been busy.
Nevertheless I knew I had to release the script one day so I’d like to do it today.
That’s the actual state of the script. I hope it will work on your machines. Can be used theoretically (not tested yet) with Max 8, 9, 2009 and 2010.
The script won’t work with CAT bones, they are pretty fancy, I know but tricky as well.
Maybe someone likes to add something.
You can get it from my page -> here.
Cheers “ko’gen”.
Great work and thanks for sharing. Any chance you will make it work with CAT one day?