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skinBindNodeIds

Posted: Sat Jul 06, 2019 12:24 pm
by asyvan
Hi
trying to find a way to actually export a in-game i3d model with everything intact.

I am exporting a vehicle model from GE as OBJ (All with files), but importing in Maya it does not maintain any order whatsoever. In the outliner everything is it's own transformgroup with a mesh under each. And transform groups from GE are not carried over.

Am I supposed to export only single visible objects, change/modify them in Maya and then export them back to i3D and replace in GE?
Or do I have to rebuild the entire structure in Maya?

The skinBindNodeIds from the i3D does not seem to be in OBJ either, since the transform groups are not carried over in the OBJ.