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Using nonskinned object with animation

Posted: Fri Feb 17, 2006 6:09 pm
by bodhy
For example, i exporting animatiable composite gun object( land turrel with 4 barrels :) ), with complex hierarchy and number submeshes. If i attach(parent) every mesh to according joint of hierarchy, maya exporter failed to export skeleton. I must create skin claster for each submesh? And how ogre will render such file? Using hardware skin for each submesh? Looks awkward. Or i must export every sumbesh separately, and then export jointed hierarchy with animation?

Sorry for bad english, i hope you understand, what i want to ask :oops: