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Bastich
03-25-2003, 09:35 AM
Hello again

After my nightmare of decoding LWO2 uv coordinates (all done now as you had to re-project the vertices to get the uvs). I now have a complete (nearly as I bet there are some chunks missed still) C++ file loader if anyone would like it.

However I have now moved onto the LWS file so I can get an a model including bones / weights /etc moving. Once again I need some kind person to enlighten me on how the data is stored in the LWS file. I know its a text based file and that some of it is documented in the SDK however not all of it.

Can anyone help???

James

harhar
03-25-2003, 01:08 PM
LWS files are too easy to understand.

trentonia
03-25-2003, 02:59 PM
Just open an .lws file inside a text editor (notepad, wordpad, simpletext, etc.) and read through it. The majority of it is simple to figure out.

Bastich
03-26-2003, 03:55 AM
Right then I know its a text file and it does look simple. However I have a scene with motion captured data (skinned mesh with bones). The animation is stored within channels 0-8 (Envelopes)
unfortunatly the data is stored with a spantype of TCB (Kochanek-Bartels).

So my question is how do you convert this into standard x,y,z rotation????