#Bones final mesh save?
5 messages in this thread
The new BONES PRO 1.5 upgrade eliminates the need for .GEO and other special
files, and instead stores the data right in the object's data space in the .3DS
file, just like Optimize, IK, etc.! Thus, BONES_I.PXP is no more. Instead, the
BONES_I.KXP has a Morph button which allows you to make snapshots of
Bones-deformed versions of the MMO at any frame OR RANGE OF FRAMES (complete
with step)! There are many other new features as well, including a new
fast-Gouraud preview render mode, but the most important being the ability to
selectively Exclude bones from each others' influence.
It comes with SMOOTH_I.PXP 1.1 as well, which also has a Gouraud (and others
as well) preview mode. SMOOTH 1.0 had no preview at all. SMOOTH 1.1 also adds
UNDO and RESET so you can experiment safely.
>> The new BONES PRO 1.5 upgrade eliminates the need for .GEO and other
special files, and instead stores the data right in the object's data space in
the .3DS file, just like Optimize, IK, etc.! <<
So how or when do I get an upgrade?
-James Franssen
Same way we did. Call them and have them send it to you.
> The new BONES PRO 1.5 upgrade eliminates the need for .GEO and other special
files, and instead
> stores the data right in the object's data space in the .3DS file…
Does this mean that if you create an instance of the boned MMO that it will
inherit the bone motion
w/ it?
– Ernie Jackson, Written 17-May-1995 @ 08:01:32
Using: Windows NavCIS PRO 1.6
I haven't tried that, but it should work if instances share .AXPs, and I
believe they do. I mean, if you have any other .AXP such as, say, Tornado,
assigned to a box, and you make an Instance of the box, do you see a box or do
you see a second (identical) Tornado when you render from the KF? If so, then
it should work for Bones, Skin, etc. as well.