Unfortunately, a buddy of mine has confirmed that
you do indeed need to bone/envelope your mesh before you can export. Is there
any plan to have the same functionality that max does insofar as this is
concerned? When there are many iterations of fixing to do it's a gigantic
workflow killer and just tediously time consuming to do it in the current
implementation of Actor X.
----- Original Message -----
Sent: Friday, December 01, 2006 1:51
PM
Subject: Actor X link
In 3d max assets that are non deformable, like
vehicles, the meshes can just be linked together and exported out via Actor X.
It basically interprets the links as a bone heirarchy and weights it for
you on import into the editor. In maya you have
to create a bone, align the pivot, envelope and weight and set up the hiearchy
on your own. Does anyone know if the Actor X plugin for XSI works the same way
as it does for Max?
-Wayne