forra wrote:
Also, the x/y/z ranges don't appear to be applied on the HandsClosed animation that we get in 3DSMax, but rather at an angle.
I don't think I believe you. I'm not sure if you've seen this feature but if you turn these options on:
Code:bComputeNormals = true
bDebugNormals = true
...it will make all of the normals specified in the x/y/z ranges lit wrong, which makes it easy to visualize the range.
forra wrote:
Perhaps they're applied to animation 0 (Attack2H), but I always get asymmetric subdivisions with symmetric bounds.
Oh, you do get symmetric bounds? That sounds like it works to me. The asymmetric subdivisions is a different issue, I think, and is not entirely unexpected. In the main subdivided area each side of each tri gets a new vertex, but at the edges you can get tris with only one or two new verts, and in the 2 vert case there are a couple different ways to do it.
I don't know a good way to do it so I just do it randomly. (Actually, I do it based on the vert indexes, which are basically random.)
Blah blah, none of that matters. Is the asymmetry causing you problems?
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