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-   -   Скелетная анимация - какой формат лучше использовать? (http://www.flasher.ru/forum/showthread.php?t=176833)

Universe 23.03.2012 00:55

к сожалению не шарю в максскрипте(

artcraft 24.03.2012 15:58

наткнулся на советы по экспорту в md5

- Always have a non-animated root bone.
- Two bones must not have the same name.
- Have as few weights per vertex as possible.
- Remove zero weights. They are still used in calculations and can result in broken meshes, when a maximum is exceeded.
- Keep your total bone count around 40 for each mesh, but always below 42 to get hardware skinning.
- (Currently) The maximum amount of vertex weights is used for all vertices, regardless of how many weights each individual vertex has. So, have 200 vertices with two weights and one with three and your skinning will always be calculated with three weights. Balance is the key - you rarely need more than two weights.


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