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Re: B-Morph *Ideas, discussion, and opinions* [message #54636 is a reply to message #31465] Tue, 13 October 2009 10:52 Go to previous messageGo to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
morerunes wrote on Thu, 11 October 2007 12:04

THIS THREAD CAN BE MESSY, JUST NO SPAM PLEASE.
Never said anything about super-epic bumps. Wink But I wouldn't call this a bump - I have a relevant and innovative suggestion, that is, if development is still being considered and if you've kept up on your Java studies.

All animated meshes have bones, different ones have different sets of bones. My suggestion is to have an option allowing users to import a list of bones from an FE-exported DirectX file. By only thinking about FE-exported DirectX files, you only have to parse through one type of standard. And I've thought of a way to do it too: Have it string up the names of each frame that has a BONE_OFFSET_MATRIX subframe, these will be the bones. And you'd be surprised at how many bones there actually are...

For example, this is a list of all the bones in the MESH_SUMMONER_01 entry.
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The reason this would be useful is because using only the bones listed in the bncfg files can lead to badly disproportionate results, some things getting much larger/smaller while other things stay the same size.

Anyway, it's just a thought.

[Updated on: Tue, 13 October 2009 10:53]

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