M3 Import 0.18
Details
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Filenamem3_import_0.18.zip
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Uploaded by
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UploadedApr 25, 2010
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Size14.46 KB
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Downloads559
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MD5f967e449bfa4803c0e5f5e699ab5133a
Changelog
0.18 - April 25th 2010
Added support for new MD34 model format
Bones now animate correctly
0.14 - April 10th 2010
Aligned all submeshes to their appropriate bones
Skinned vertex positioning now based on all weighted bones (thanks to MD5 documentation)
Improved animation processing times (bones animated before vertex skinning)
0.13 - April 1st 2010
Mesh now binds to bones properly for most models.
0.11 - March 30th 2010
Updated Sequence support
Added Sequence UI for navigating sequences
Shift to more object orientated coding
0.098 - March 26th 2010
Added queryBox error for missing textures before creating any scene objects
Updated some of the code regarding sequence data
Minor code improvements
0.096 - March 22nd 2010
Fixed bump mapping (sets to 100 now)
0.095 - March 21st 2010
Some basic error catching added
Fixed initial bone errors
0.09 - March 20th 2010
Added primitive animation support
Code housekeeping
Updated code, improved processing time
0.06 - March 13th 2010
Added rollout menu
0.05 - March 11th 2010
Added bone support, however mesh not binding to bones properly yet
0.04 - March 6th 2010
Major overhaul of code
Reworked tag reading and reference reading, can now read nested structures
Vastly improved material reading
0.03 - March 4th 2010
Vertice normals added
Added material importing
0.02 - February 29th 2010 - March 2nd 2010
Made significant improvements to structures and accessing file data
Can now (hopefully) import UV data
Added submesh functionality
0.01 - February 26th 2010
Initial version of M3 import script
- Model mesh still does not bind to the bones properly for some models (eg. Immortal.m3).
- Some models do not automatically assign materials properly, this is being investigated.
- 3ds Max can be slow importing some of the larger models if you choose to import animation sequences. This is due to the inherently sluggish nature of maxscript, import animations at your own peril.
- Some animations are still not animating correctly.
- Vertex normals at the moment are being pre-computed by 3ds Max. It is very stubborn about using custom vertex normals. A workaround is being developed.