MeshMagick

Discussions on creating and importing assets into MV3D.

Moderator: SirGolan

MeshMagick

Postby multiverseuser » Wed Apr 16, 2008 4:09 am

Hello,

Here is a great tools. It allows to change mesh and skeleton files without doing an XML conversion
I recently used it to create a ninja2 for MV3D. However here the scale was wrong.
Instead of trying to guess at the proper scale. I figure I describe what I did.

Code: Select all
c:\>meshmagick transform -scale=2/2/2

This will scale the mesh twice its size

Code: Select all
c:\>meshmagick transform -translate=0/100/0

Adjust the y-axis by a 100 units (upwards)

Code: Select all
c:\>meshmagick transform -translate=0/-100/0

Adjust the y-axis by a -100 units (downwards)

I repeated the -translate command until I got the ninja2 to "stand on the ground"

Here is more info on mesh magic.
http://www.ogre3d.org/wiki/index.php/MeshMagick
download
http://download.berlios.de/dsa-hl/meshm ... in_0-4.zip
multiverseuser
 
Posts: 103
Joined: Sun Mar 30, 2008 4:29 pm

Re: MeshMagick

Postby multiverseuser » Thu Apr 17, 2008 1:10 am

Hello,

The link to get meshmagick is not the latest one. It doesn't support renaming

The latest version is within the OgreCommandlineTools
http://superb-west.dl.sourceforge.net/s ... v1.4.7.msi

Thanks,
multiverseuser
 
Posts: 103
Joined: Sun Mar 30, 2008 4:29 pm


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