ego533
New member
- Joined
- May 10, 2011
- Messages
- 91
So, I'm apparently making useful progress, so i thought I'd start another thread, hehe.. There's still a long way to go, however.
Model, morphs, UV, normals can be extracted and put back. Once I complete understanding the other numbers like the edge arrays, skin & bone weights, etc., mesh polygons can be edited also (if I can figure it out). The hair still needs a little work. I understand how to edit it, but I would like to contruct an easy way to edit the mesh without having to edit all of the hair on it, like finding the nearest new face-plane from the old hair location and updating the hair-vertices automatically.
One of the first things I wanted to check out was the dumb "wolf's face problem." It's obvious why it happens, looking at the morphs.. one of the tooth-edge faces morphs all the way outside the face.. I think it's easy to fix. If I can do this, I'll upload a mod to fix the wolf's face.
I realized I forgot to include the eye-sections in the exports I did, oops.. pictures below.
-ego533
Model, morphs, UV, normals can be extracted and put back. Once I complete understanding the other numbers like the edge arrays, skin & bone weights, etc., mesh polygons can be edited also (if I can figure it out). The hair still needs a little work. I understand how to edit it, but I would like to contruct an easy way to edit the mesh without having to edit all of the hair on it, like finding the nearest new face-plane from the old hair location and updating the hair-vertices automatically.
One of the first things I wanted to check out was the dumb "wolf's face problem." It's obvious why it happens, looking at the morphs.. one of the tooth-edge faces morphs all the way outside the face.. I think it's easy to fix. If I can do this, I'll upload a mod to fix the wolf's face.
I realized I forgot to include the eye-sections in the exports I did, oops.. pictures below.
-ego533