Although I haven't tried it out yet, I suspect that you can indeed invent your own naming system, but you'll have to make damn sure it corresponds with what you've put in the ini's.
I think it is safer to stick with the original naming philosophy. It certainly will decrease the chance of writing errors.
It is in that perspective I've chosen to investigate the existing name extensions, to help understand the complete picture.
I did stumble upon some very odd things however that will need further pondering:
When using the w3d importer, it assigns vertices to the appropriated bones by means of a "meshselect - linked xform" modifier combination.
This is an obvious choice, as through the meshselect you choose the vertices on your meshobject and through the linked xform, you tie them to the movement/rotation of the bones.
However, if you delete or disable those, your initial mesh gets totally fubared, which is NOT logical. :tard: :tard: There is either something wrong through importing or there is something that eludes me... :S
Anyone of the modellers onboard here that can explain that?
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