ar81
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After exporting you may need [ame="http://www.orbithangar.com/searchid.php?ID=2740"]Mesh Wizard 1.9d[/ame] to tweak your mesh.
Rotating vessel is one of the things it can do.
Mesh Wizard sees the mesh like Orbiter does.
If you work with Anim8tor I recommend the excellent Urwumpe's script.
It had minor glitches in the way colors were converted, but it preserves more information than other converters, so integrity of the data is better preserved, when compared to other convertors.
Converting to 3DS and then to MSH may bring loss of data during the conversion.
See Mesh Wizard manual for details.
Converting meshes is tricky sometimes, because the way meshes are designed makes data in one mesh not to be present in another format, so sometimes data is lost in the conversion, or conversion is a best approximation to the original, but some data might be missing.
Also, the understanding of file formats that programmers may have may affect the way best approximations are implemented. For example, MshMaker will convert data on UV coordinates directly, but 3DS to MSH require flipping vertical data because the design of mesh formats are different. This is why MshMaker seems to convert UV improperly, but it is caused by differences in file formats and the fact that the programmer might not know ate the moment of programming, that such a thing happened.
Making a convertor is a headache because of those undocumented things that you find along the way, and that is why programmers of convertors have all my respect.
Rotating vessel is one of the things it can do.
Mesh Wizard sees the mesh like Orbiter does.
If you work with Anim8tor I recommend the excellent Urwumpe's script.
It had minor glitches in the way colors were converted, but it preserves more information than other converters, so integrity of the data is better preserved, when compared to other convertors.
Converting to 3DS and then to MSH may bring loss of data during the conversion.
See Mesh Wizard manual for details.
Converting meshes is tricky sometimes, because the way meshes are designed makes data in one mesh not to be present in another format, so sometimes data is lost in the conversion, or conversion is a best approximation to the original, but some data might be missing.
Also, the understanding of file formats that programmers may have may affect the way best approximations are implemented. For example, MshMaker will convert data on UV coordinates directly, but 3DS to MSH require flipping vertical data because the design of mesh formats are different. This is why MshMaker seems to convert UV improperly, but it is caused by differences in file formats and the fact that the programmer might not know ate the moment of programming, that such a thing happened.
Making a convertor is a headache because of those undocumented things that you find along the way, and that is why programmers of convertors have all my respect.
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