whatch makkin', Wes....Rex here from ChumBoards...a SIMSII plugin for fragMO?
I know you...
Well, yeah, sort of. My last project was a Sims2 AnimationExporter plugin for MilkShape.
I have a more involved project that handles a lot more attributes than can be managed in MilkShape.
So I started working on a fragmo plugin that will interface with my expanded project, in part because I an hoping I can get the IK animation feature rigged correctly for the game.
So I have been having a lot of newby programmer issues. This is the first COM based program I ever worked on, and I am struggling to get all the design concepts of that architecture in my head, to reduce the time spent trial and error. I expect to be a while longer cooking this one.
While I find fragmo exports a very nice MS3D file, we cannot use that in the game because the index order of the bones was changed. The game itself has a number of different files that link together in a scenegraph, and two of those files expect that the bone index order is a fixed standard 65-bone skeleton. Frago gets all these bones saved, with the right names and parents, but in the wrong order.
<* Wes *>