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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - ANormalUsername1

Pages: [1]
General Anim8or Forum / Re: Exporting in roblox format (.mesh)
« on: October 11, 2008, 02:49:49 pm »
~MOD EDIT: link removed - Floyd86~ I didn't know that. I guess I need to update.

General Anim8or Forum / Re: Exporting in roblox format (.mesh)
« on: October 05, 2008, 06:26:31 pm »

General Anim8or Forum / Re: anim8or model to roblox
« on: September 21, 2008, 04:00:16 pm »
Insert a mesh in an object, then view the properties of that mesh. Type in the file name of your mesh, and it's done! You got yourself an up-loaded mesh.

Although that's how to get it on there, you have to export it to a certain type of mesh. Roblox accepts the (.mesh) format.

General Anim8or Forum / Re: Exporting in roblox format (.mesh)
« on: September 21, 2008, 03:56:59 pm »
It would say

version 1.00

with 144 being the amount of points in the mesh.

General Anim8or Forum / Exporting in roblox format (.mesh)
« on: September 21, 2008, 03:50:47 pm »
I need help with exporting in .mesh format.

I need help with exporting, because when I export it, the points in the mesh don't show up, or it doesn't export it fully.

I got this script strieght from the roblox wiki:

  Description: Add this to your Anim8or scripts directory and start Anim8or. The script MUST have the ".a8s" extension and be in the Anim8or Scripts folder. Make sure that "Preload Scripts" is set to ON (this is NECCESSARY). This script has been tested for 0.95 and 0.97 preview.

#plugin("object", "export", "Roblox Mesh", ".mesh");
#file($output, "text");

file $output;
int $result;
object $obj;
shape $shape, $shapes[1], $childShapes[1];
tridata $data;
material $mat;
int $numFaces;
point3 $point, $normal, $color;
point2 $uv;
int $i;
int $j;
int $index, $mIndex;
int $count;
float $gCol;
string $nm;
string $newName;
float4x4 $tMatrix;

$nm = $output.GetRoot();

$obj = project.curObject;
$output.print("version 1.00\n");
$shapes.size = 0;
while($childShapes.size > 0)
while($shapes.size > 0)
       $shape = $shapes.pop();
       $shape = $shape.ConvertToMesh();
   $data = $shape.GetTriangleData();
          $numFaces = $data.GetNumTriangles();
   $tMatrix = $shape.GetGlobalTransform();
   for $i = 0 to $numFaces - 1 do {
      for $j = 0 to 2 step 1 do {
         $index = $data.GetIndex(($i*3)+$j);
                       $point = $data.GetPoint($index);
                      $point = $tMatrix.Project($point);
                       $normal = $data.GetNormal($index);
                       $uv = $data.GetTexCoord($index);
         $output.print("[%.6g, %.6g, %.6g]", $point.x, $point.y, $point.z);
         $output.print("[%.5f, %.5f, %.5f]", $normal.x, $normal.y, $normal.z);
         $output.print("[%.5f, %.5f, 0]", $uv.x, $uv.y);

$result = 1;

I would be grateful If someone could help.

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