2015 modelling Program?
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2015 modelling Program?
I doubt that the guys down at 2015 used Lightray to export an SKD, what program did they use? And why didn't they release a modeler in the tool pack? It would be a lot cheaper than pulling out $100? for a license

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Killerdude
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Re: 2015 modelling Program?
$100 sounds pretty reasonable to me. I crindge when the price climbs to 3, 4 or more thousands of dollars like many AutoDesk products.211476 wrote:I doubt that the guys down at 2015 used Lightray to export an SKD, what program did they use? And why didn't they release a modeler in the tool pack? It would be a lot cheaper than pulling out $100? for a license
[Rome wasn't mapped in a day!]
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Rookie One.pl
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Packaging a modeler with the SDK? Dude, do you even realize how much work needs to be put into creating a modeling program?
I'm working on import/export plugins for Blender, a free modeling program, as a means of exercise and research on the SKD and SKC formats for the OpenMoHAA project, can't say when they'll be ready, though.
I'm working on import/export plugins for Blender, a free modeling program, as a means of exercise and research on the SKD and SKC formats for the OpenMoHAA project, can't say when they'll be ready, though.
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Rookie One.pl
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If you can even find those versions 3Dmax is up to version 8 or 9 right now . I don't know for sure but I think you would have exported an skl file and then used the skl_2_skX.exe utility included with the tools to convert to a mohaa or sh model . If you run skl_2_skX.exe in a cmd window with no paramaters it saysDevil_Dog wrote:Are you saying I can make models with these?The SDK for Spearhead included plugins for 3Dmax 3 and 4
Code: Select all
************ ERROR ************
max2skl animname [-force] [-scale num] [-dest name]
[-ignore filename] [-origin originname] [-reverse]
[-verbose] [-nolod] [-noclampz] [-zeroz] [-noorigin]
[-clearz] [-clearxy] [-baseframe] [-maxbones num]
[-weightthreshold num]
[-offset x y z] [-clearx] [-cleary] [-loop]
[-zerox] [-zeroy] [-destdir dirname]
[-dest filename] [-ignoreflags] [-fps num]
[-newbaseframe]
[-morphbase filename] [-morphanim filename]
[-nologfile]
[-attachedModel]
[-doRotation]
[-animtype <fullbody|movement|action|hands|morphonly>]
[-speedscale scale]
[-mohaa]
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Rookie One.pl
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Milkshape's plugins are useless, they allowed for exporting static models only, and the SKL plugin for it didn't export everything properly.
There are exportes for Elite Force's SKL files, however, and I believe their format is compatible with MoHAA's. As Bodger said, you can use max_2_skl (a somewhat misleading name, eh?) to produce SKDs out of them.
There are exportes for Elite Force's SKL files, however, and I believe their format is compatible with MoHAA's. As Bodger said, you can use max_2_skl (a somewhat misleading name, eh?) to produce SKDs out of them.
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Rookie One.pl
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