Hello , myself and some friends are planing to write up a skl exporter for Maya but I cant seem to find any documentation on what the skl stucture is about, If you have any info about that it will be greatly apretiated,
or if you could just send me a sample skl file that i can analyse would be great too.
some help with skl plz
Hi Yuno,
I’m not an expert at the dynamics of the skl file, although I have
sucessfully exported my own models form 3DsMAX …
Here is a cut down .skl file that was produced during the export process,
maybe it can help you ?
Download
Hewster
Try this link dude; http://www.quake.cz/winclan/mdsexporter/MDSFormat.html
Maybe you allready know that one I dunno. You can also open the skl file in a text editior(as Pants found out). I’d recommend something that can open large text files like Ultra edit.
Would be nice if you cam up with an exporter for Maya. It would mean i don’t need to screw around with MAX anymore, though I’m starting to like character studio a lot now :bump:
For details on the skl format, Ritual released the source for it with their FAKK2 SDK. Take a look around Ritualistic (www.ritualistic.com), they should have it there (I fixed one or two bugs for it during ET development, but they mainly involve added exception handling and some specific bits for our new model format, nothing you’d need for MDS compiling).
Oh on a sidenote, there seems to be a bug with the character studio shipping with max 4 and root bones causing bad data being passed through to the exporter plugins (bad/inconsistant with 3, at least 3 resulted in a right-looking model in-game). The only way around it was some skeleton juggling by the animator.
Many thanx to all of you for responding with advice, in the future I hope I can be of some help to you as well.