12-28-2017, 12:13 AM
(12-27-2017, 10:15 PM)Filler Wrote: Just looked at it. Everything seems to work fine.Good, I'm glad. I'll see if I can possibly get it working on 3DS Max but chances are I'll submit it as is.
The way this game does animations is actually really interesting. I always thought it was bone-like animation.
Also, I was wondering how you did this, and if it can work with other PSX games?
The frames were converted to PLY models using Warenhuis' model converter along with a Autohotkey frontend for automation.
Then I used Notepad++ to make a regex find and replace macro which converts the model into an array of vertex positions.
That array is inserted under each geometry id in the DAE as *-positions-array.
This method could definitely be used with other PSX models, although with the previously mentioned 100-frame limit for 3DS Max.