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Splaticus

3ds max Bind pose mesh export problem

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Hey everyone, I''m trying export the bind pose of a skeletally-animated mesh. EvalWorldState(0) only gets me the first frame of the animation, not the bind pose like I want. ISkinPose''s SetSkinPoseMode and AssumeSkinPose don''t seem to work/do anything when I apply them to all the bones. What do I need to do to get the initial bind pose mesh data? Thanks a ton!

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Be sure to get hold of the skin modifier or physique (character studio) modifier on your node and disable it.

eg code:


Object* obj = node->GetObjectRef();
IDerivedObject* derObject = static_cast(obj);
Modifier* modifier = 0;
for(unsigned int idx = 0; idx < derObject->NumModifiers(); ++idx)
{
modifier = derObject->GetModifier(idx);
if(modifier->ClassID() == Class_ID(PHYSIQUE_CLASS_ID_A, PHYSIQUE_CLASS_ID_B))
break;
}

if(modifier)
modifier->DisableMod();

// get the origanal mesh
Object* pObj = node->EvalWorldState(0).obj;

// do your stuff or store it --


// Reactivate the mod
if(modifier)
modifier->EnableMod();

<\code>



[edited by - PantherBoy on June 7, 2004 4:54:08 PM]

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Ps. the sparks website is good for this kind of knowledge with the developers themselves always actively involved.

http://sparks.discreet.com

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