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Mike Higgins aka Kayaker Magic converted the Character file llm (Linden Lab Mesh) files to text format and also to dae format. I used the text format in a spreadsheet to calculate vertex bone weights in the Blender replica. I used the dae files, along with values from avatar_lad.xml, to create the shape keys in Blender, replicating the Appearance slider mesh morphs.
22 lines
988 B
Plaintext
22 lines
988 B
Plaintext
if (strcmp(s,morph)==0)
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printf(" %s has %i targets\n",s,numMorphs);
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int vindex=0;
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for (loop=0;loop<numMorphs;loop++)
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{
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fread(&vindex,4,1,file); //each vertex has an index
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fread(f,4,11,file); //followed by 11 floats, a vector(3), normal(3), binomral(3) and UV(2)
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if (strcmp(s,morph)==0) //if this is the one we want to apply
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{
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//hypotesis 1: each vector in the morph is ADDED to the target vertex
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addVec(f,verts+vindex*3,3);
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addVec(f+3,norms+vindex*3,3);
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addVec(f+9,texts+vindex*3,2);
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// printf(" %4i:<%9.6f,%9.6f,%9.6f> <%9.6f,%9.6f,%9.6f> <%9.6f,%9.6f,%9.6f> (%9.6f,%9.6f)\n",
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// vindex,f[0],f[1],f[2],f[3],f[4],f[5],f[6],f[7],f[8],f[9],f[10]);
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}
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}
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PS: The hypothesis was verified! I never had to try any others!
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