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The test of the technical process for exporting the skeleton and animation from mixamo.com is ready. If anyone is interested, I can provide the test results, a usable skeleton, and a knight walking animation in *.gr2 format.
Currently, I'm facing an issue; I need to streamline the technical process for exporting the mesh and skin. If anyone knows the easiest and most effective way to attach a mesh to a skeleton, create the skinning, and import it into the game, please let me know.
I tried exporting the mesh from Maya 6.0 into the map editor, but I encountered a problem. Maya flips the model, meaning the Z and Y coordinates are not in the correct positions. Does anyone know where the coordinate system settings are located in Maya 6.0? And does Maya 6.0 export skinning to the game?
If the method mentioned above doesn't allow me to properly import the mesh and skinning into the game, I'll have to use Archange, which I really don't want to do. This method will be longer, less convenient, and more prone to bugs.
In general, if anyone has anything to add, I'm all ears.
Currently, I'm facing an issue; I need to streamline the technical process for exporting the mesh and skin. If anyone knows the easiest and most effective way to attach a mesh to a skeleton, create the skinning, and import it into the game, please let me know.
I tried exporting the mesh from Maya 6.0 into the map editor, but I encountered a problem. Maya flips the model, meaning the Z and Y coordinates are not in the correct positions. Does anyone know where the coordinate system settings are located in Maya 6.0? And does Maya 6.0 export skinning to the game?
If the method mentioned above doesn't allow me to properly import the mesh and skinning into the game, I'll have to use Archange, which I really don't want to do. This method will be longer, less convenient, and more prone to bugs.
In general, if anyone has anything to add, I'm all ears.