Obsidian Games Posted April 29, 2006 Posted April 29, 2006 I've just released a new version of AMXtex (DirectX Model exporter), version 3.0, which is available for Animation:Master version 13 on Windows. This version of AMXtex introduces vertex/cp weight export, and is available to registered users only. I have also updated the AMXtex help file to add information on this new feature. Both the exporter and help file can be downloaded from the Obsidian Games website. There is one limitation to this new feature to keep in mind. DirectX limits the number of bones that can control an individual vertex to 4. The export process will enforce this limit, so if a cp has more than 4 weights, the extra weights will be removed and the remaining 4 weights will be normalized so that the vertex maintains 100% weighting. As always, if there are any issues or questions with this new release, please let me know. Quote
DWARVEN_KING Posted May 24, 2006 Posted May 24, 2006 I have the newest version of AM (the one with the Yeti) I've also downloaded the 2006 update for AM. So I'm assuming that I have the 2006 version now... yet, while AMTEX for v12 works fine the new v13 one gives me an "unhandled exception #1" wheather or not skin weights are on. I've not only tried my models but also the Gala model on the CD. Am I doing something wrong? Quote
Obsidian Games Posted May 25, 2006 Author Posted May 25, 2006 the new v13 one gives me an "unhandled exception #1" wheather or not skin weights are on. I just tried exporting the GALA cd model from V13 beta1 and beta2, and it exported properly without an error. Which version of V13 are you running? Also, is anyone else having problems with this version of the V13 exporter? Quote
DWARVEN_KING Posted May 25, 2006 Posted May 25, 2006 Whoops. I thought that v. 13 (ie 2006) was to be found here: http://www.hash.com/support/updates.asp But now I see the error of my ways and downloaded the actual v13 (beta 2 anyway) from here: http://www.hash.com/support/updates.asp Models will export now and everything is fixed (except my fingers: they are still broken ) Quote
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