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Unwrap 3D Battlefront plugin
Posted: Fri Mar 23, 2007 3:50 am
by -CZW-
just a quick post to inform you a new pluggin for loading .MSH files is available ...
after 3D Object Converter 4.01 , now Unwrapd 3D 2.30
both are able to load .MSH files and the mapping position
i have tested both ....
RE: Unwrap 3D Battlefront pluggin
Posted: Fri Mar 23, 2007 11:25 am
by minilogoguy18
its not really useful since the models are already UV mapped and modelers wouldnt need it since XSI has a better UV mapper.
U3D plugin review
Posted: Sat Mar 24, 2007 9:56 pm
by AceMastermind
With this new battlefront .msh plugin installed I opened the rep_walk_atte.msh as example and it shows every bone name, and position on the model and hierarchy in the mesh and all of the geometry (lowrez, collision, etc) perfectly.
And when saved as wavefront obj, the geometry and hardpoints can be imported into XSI flawlessly (no bones for this particular format) with all the UV coordinates intact as seen below:
This msh importer seems to be of a higher quality than the 3DOC msh importer.
Unwrap3D can be very useful for skinners as well, you can find out which part of the model is UV mapped to whatever part of a texture and reskin the correct areas.
Response to psych0fred's missing post...
Posted: Sat Mar 24, 2007 11:30 pm
by AceMastermind
*in response to psych0fred's missing post*
I agree that they both have their uses, but when I first imported rep_walk_atte.msh into 3DOC and saved it as wavefront obj, some of the geometry and UV mapping (front end) was missing in XSI. When opened with Unwrap3D and saved as wavefront obj, everything was imported into XSI (using the same steps) without anything missing which was my reason for the conversion comparison.
I think there may be a handful of msh files that convert better through Unwrap3D than 3DOC.
I can basically use Unwrap3D to do everything I need as far as file conversions (there are quite a few plugins available) with SWBF2 which is the only game that I mod.