@aceio76, really depends on what game you want to do.. if I want to do a 2D game with pre-rendered graphics I'd have a hard time, or if I wanted to export whole levels or anything with more then 25k polys I'd have a hard time... and I don't know about MEL script but MAX script is awesome, I made heavy use of it, for batching, workflow speed-up as well as custom exporter.. of course Maya LT is still very powerful and fits the bill for most 3D games perfectly.. and I say crippled because they took an existing product and disabled features to make sure you don't get more then what you pay for, that's not indie friendly, that's maximizing sales friendly - can't afford the full price? Fine, we'll take what you have anyway and give you a portion of the goods, and when you bring the rest you can have the whole thing. Indie friendly would be paying a lower price for the whole thing based on your revenue for instance.. (RakNet is a good example)
@Rubeus, Yeah I mentioned that.. but I see a ton of non commercial projects and/or young people who want to break into the industry so it's a great deal and very practical for them.. as for the people that actually plan to make money with their games, they have to be prepared to spend some money before they can earn any, as with any other business, and if they doubt they'll make enough to cover the expenses, then they better rethink their plan (or try doing something else for profit). And one can always buy a license when they decide to go commercial, as aceio76 mentioned.
Anyway, as I already mentioned I highly doubt max or maya will be of any help in exporting to b3d, all I could find are two outdated plugins for each package. You'd be probably better off with blender, there's a script for 2.6 and a couple of other ones I didn't test.
.. back on topic ..
(09-06-2013 09:42 AM)Esenthel Wrote: Hi,
This means that you're exporter sets the bone orientation vertically for B3D format.
In other engines I assume that they don't show the actual orientation of the bones, but they just draw the lines from child to parent bone.
I've imported many B3D files in the past, and not all of them had all bones oriented vertically.
Hi Esenthel,
could you please take some time and try to verify this? I have the same programs as TheElk (Ultimate Unwrap, Fragmotion) and did some further testing that led me to believe this might be a bug.
If the exporter sets the bone orientation vertically, then how come if I import the same B3D file back and export it in FBX for instance the bones show correct orientation and scale?
1. import original B3D file into EE, bones show incorrect orientation and scale
2. import original B3D file into UU3D, export to new FBX file
3. import new FBX file into EE, bones show correct orientation and scale
1. import original MS3D file into EE, bones show correct orientation and scale
2. import original MS3D file into UU3D, export as new B3D
3. import new B3D file into EE, bones show incorrect orientation and scale
4. import new B3D back into UU3D, export as new FBX file
5. import new FBX file into EE, bones show correct orientation and scale
Also, if I turn on show bone axes in UU3D, it shows the correct orientation at all times.
...which leads me to believe the bone orientation and scale is preserved in the B3D file somehow, if UU3D can read it back correctly, otherwise files exported from the B3D should all show vertically oriented bones?