eh no it didn't work, but I'm sure it is something like that. Guess
I'm going to have to have a look at the md2 parser code and see if I
can figure out how it works

On May 27, 12:05 pm, Leo <[email protected]> wrote:
> Hi Choons,
>
> I ran into a couple of issues exporting .md2 and importing into Away3D
> and you may be experiencing something similar with 3DS.
>
> In my case I had to do this to solve the problem:
> 1) invert the normals on the mesh
> 2) export to md2
> 3) import in Away3D then multiply the z axis scale by -1 in the code.
>
> I think 3DS and the tool I use have a z axes pointing in opposite
> directions so you may only need to invert the normals in your case.
> I hope that helps.
>
> I am in Orange County California by the way and looking to connect
> with others interested in collaborating on side/weekends-projects
> without deadlines but with real goals.
> Where are you located?
>
> On May 25, 10:24 pm, Choons <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hi - I've been exporting some animated 3ds max meshes into md2 format
> > to use in Broomstick. I can get the models into Broomstick with their
> > animations playing, but the UV texture mapping is all messed up. I
> > assumed it was a problem with the MaxScript exporter I'm using until I
> > loaded the models into Milkshape and they mapped the texture
> > perfectly. Is anyone having this problem as well?

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