To start, I must say, oFusion is amazing, really professional level work. I just wish there was some way to do facial animation using that exporter. I've read that pose/morph export for facial animation is not supported in either the 3ds Max exporter or the oFusion exporter. The Problem: I need to do facial animation in my research, all my content is in 3ds max, and I'd really like to use OGRE as the front end.
What I'm wondering is, has anyone had any success with a workaround?
Any suggestions for converting from Max to Blender, including materials, and morph targets? Or possibly export the mesh/materials from max using oFusion, then use the Blender .mesh importer on multiple face .mesh files, and export said faces as target poses?
Any suggestions or potential pitfalls would be greatly appreciated. Even a, "you can't do that", would save me a significant amount of time. Also, if someone wants to point me in the right direction, I'd be happy to try my hand at adding to the max exporter.
3ds Max Content for Facial Animation, possible workaround?
- brentrossen
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- brentrossen
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