3ds Max Physique Skinning

The exporter can now export skinning information created using the Physique modifier in 3ds Max.  A hierarchy of bones and/or a biped can be used to animate the mesh.  Both rigid vertex and blended rigid vertex types are supported.  The data is being saved and loaded by the engine; however, I’m not finished with the shader that will be used for rendering.  I also need to finish the support in the mesh subsets for the DirectX Shader material data that is now being fully exported by the exporter.

About Eric DeBrosse

Lead developer of the Orion Engine.
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