Quote:Anyway here's todays output with morphs so we can see if they translte to the game. If, like me, you get nagged at for spending so much time on the pc, here's your chance to show its not all wasted. (and you have my permission to say you made it yourself!)Lol! I drive my wife nuts sometime yapping about the details of my latest KF/SoM exploits. So I'll tell her the rose I made her (wink wink) was for putting up with all my techno-gabber. :)
Ooh- wifes at the door
EDIT theres definately a problem with the camera saving at some funny axis - weird
I've had Meta's camera get tweaked off to the side like with your rose, but it usually resets when I restart Meta; it must be saved in the scenes MQX file.
It looks like morphing isn't exported in the X or FBX formats. They just load as a non-animated closed rose. So I guess morphing is out for ingame models, but it' very cool effect for cut-scene movies.
For me, the best part of having the ability to export to FBX is that it will load into converters like UltimateUnwrapper. I've had my eye on 3DGamestudio for awhile and it's nice to know my models can jump systems.
That youtube video is nice-especially the water. If I understood the MKX plugin site correctly, the format was made to be compatible with Microsoft's XNA setup, so I expect that video is a scene made in Meta and rendered using the XNA environment.