You might want to consider changing the way you store
the values. In 4.2 at least, the values are a difference between the
base shape and the other shapes (I think this is always true, though it
might be affected by the mode in which the shape is applied). I think
(again this is from memory), that I converted the values to be absolute
local values. It really depends on how you want to use them on import
though. If only for playback, the difference values are probably the
best. For rebuilding a shape setup, it might be a different story.
Anyway, just one more consideration.
RafeSignature
________________________________
R A F E S A C K S
Lead Character TD - Technical
Animal Logic Film
+612 9383 - 4800
Raffaele Fragapane wrote:
because
a shapeclip doesn't contain animation di per sè, check the object that
has the shape, under the shapekey cluster you have all the vector maps,
that's what you want to save and load on, those maps.
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
| "Remember, TD is for TopDog" |
******************************
Brinkley, Marc wrote:
Is this possible?
I know that I can store an animation clip externally within the
properties of the action clip. But does this work with shapes?
When I open the shape clip all of the storage options are grayed out.
Thanks!
_______________________________________
*Marc Brinkley - EA|Chicago*
mbrinkley [at] ea.com
847.884.2000 x118
"[Fight Night] Round 3 on an Xbox 360 on a widescreen LCD TV is so
pretty it's the Jessica Alba of video gaming."
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