omid3098 Posted March 16, 2010 Share Posted March 16, 2010 I have a morphed sphere into max (morpher modifier), but I could not find a way to export it correct to .gmf. Morph_Test.zip I tried to export using both Alex exporter and fbx2gmf. but no success an all. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
BrokenPillar Posted March 16, 2010 Share Posted March 16, 2010 did you try adding an Editable Poly modifier to the top of the stack, or converting it to one before exporting it? Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
ArBuZ Posted March 17, 2010 Share Posted March 17, 2010 LWE doesnt handle morphing. You have to do it by yourself if you need it Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
omid3098 Posted March 17, 2010 Author Share Posted March 17, 2010 I've tried almost every possible ways to export Are you sure Alex? in old leadwerks blog (blogspot) Josh talked about morphing support.. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
ArBuZ Posted March 17, 2010 Share Posted March 17, 2010 As I remember he was trying to make it with shaders(but I might be wrong). Anyway I dont remember that he made it to work and included in sdk. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Masterxilo Posted March 18, 2010 Share Posted March 18, 2010 It worked, but wasn't included as core functionality. You just need a vert shader and have to encode the vertex positions in a float-data texture. Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
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