![]() ![]() Even thought I did explored the layout of data, it does not line up with purpose and meaning of everything I see there. However, the limitation applies here too: some geometry fragments are above my knowledge of in-game physics and collision math so I haven't sorted them out. It shows a geometry fragment replacement running with a newly-generated materials (even thought it uses original textures). The test model was the Watch Dogs Aiden character and the attached image is the test export I've made. ![]() Now, these features are in use and let me import and export character models utilizing up to 6 bones weights and using a skeleton with 400+ bones. ![]() The previous release of 3.0.9 was the implementation of these hidden improvements that were not used before. On the other hand of this work, the character model support was a pretty competitive task as it involved deep changes in ZModeler itself. I have made a quick test conversion of the vehicle and was generally satisfied with the possible conversion abilities even though certain limitations apply. It was generally aimed to vehicles editing but has faced some obstacles related to physics. The plugin for Watch Dogs models have been in a works for a pretty long time and was released few weeks ago. ![]()
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