Ok, understand that limitation, not a problem to triangulate surfaces.
I'll do some more tests with complex models with nested hiarchary. These may well cause some issues.
i4dnf wrote in Thu Sep 15, 2011 10:05 am:Regarding model orientation, curently when importing a model into Blender (2.49) to get coordinates for animation, I can use the coordinates I get from Blender directly in an animation. I'm affraid that changing the behaviour of the importer might make some sign/axis conversions necessary, which would make animating parts of models even more tedious .
majic79 wrote:It's a valid point, but we'll test for it in development and see how it impacts on that side of things - I'm hoping that it won't impact at all. If it's a big issue, we can add a last stage rotation to the model to bring it back round to the original orientation, but I would prefer that each axis in blender lines up with the approriate AC3D axis, so that 3D designers will see what they expect to see, rather than an object brought into blender and transposed to fit blenders world.
majic79 wrote in Sat Oct 01, 2011 9:18 am:I've identified another feature that might come in useful: Create a UV-unwrap.png for the meshes?
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