public static bool Export_To(string _filepath) { List <IINode> nodes = GetSelection(); foreach (IINode _node in nodes) { IIDerivedObject _gObject = (IIDerivedObject)_node.ObjectRef; IClass_ID classID = maxGlobal.Class_ID.Create((uint)BuiltInClassIDA.TRIOBJ_CLASS_ID, 0); ITriObject _mObject = (ITriObject)_gObject.ObjRef.ConvertToType(0, classID); IMesh _mMesh = _mObject.Mesh; _mMesh.BuildNormals(); IIDerivedObject theObj = (IIDerivedObject)_node.ObjectRef; for (int m = 0; m < theObj.Modifiers.Count; m++) { IModifier theModifier = theObj.GetModifier(m); if (theModifier.ClassName == "Skin") { IISkin _skin = (IISkin)theModifier.GetInterface((InterfaceID)(0x00010000)); IISkinContextData _skinContext = _skin.GetContextInterface(_node); ComputeVertexData(_mMesh, _skinContext, semantic, _filepath); } } } return(true); }
public static bool ExportAnimation(int[] _frames, string _filename, int _samplingRate) { List <IINode> nodes = GetSelection(); foreach (IINode _node in nodes) { IIDerivedObject theObj = (IIDerivedObject)_node.ObjectRef; IInterval interval = maxGlobal.Interval.Create(); interval.SetInfinite(); maxGlobal.IGameInterface.InitialiseIGame(false); for (int m = 0; m < theObj.Modifiers.Count; m++) { IModifier theModifier = theObj.GetModifier(m); if (theModifier.ClassName == "Skin") { IISkin _skin = (IISkin)theModifier.GetInterface((InterfaceID)(0x00010000)); IINode _bone = _skin.GetBone(0); int nbBones = _skin.NumBones; List <string> boneName = new List <string>(); for (int b = 0; b < nbBones; b++) { boneName.Add(_skin.GetBone(b).Name); } #region create bindPose World Pose bindPose = new Pose("bindPose"); BuildBind(_bone, -1, bindPose); #endregion ROD_core.Graphics.Animation.Clip_Skinning clip = new ROD_core.Graphics.Animation.Clip_Skinning(); clip.sequencesData = new List <Pose>(); clip.sequencesTiming = new List <TimeSpan>(); for (int f = 0; f < _frames.Length; f++) { // create Pose at frame (_frame) Pose _pose = new Pose("frame" + _frames[f].ToString()); BuildLJoint(_bone, -1, _pose, _frames, f, _samplingRate, bindPose); clip.sequencesData.Add(_pose); clip.sequencesTiming.Add(TimeSpan.FromSeconds(_frames[f] / 30)); } clip.saveToFile(_filename); } } } return(true); }
public static bool ExportSkeleton(string _filenameSkeleton) { List <IINode> nodes = GetSelection(); foreach (IINode _node in nodes) { IIDerivedObject theObj = (IIDerivedObject)_node.ObjectRef; IInterval interval = maxGlobal.Interval.Create(); interval.SetInfinite(); maxGlobal.IGameInterface.InitialiseIGame(false); for (int m = 0; m < theObj.Modifiers.Count; m++) { IModifier theModifier = theObj.GetModifier(m); if (theModifier.ClassName == "Skin") { IISkin _skin = (IISkin)theModifier.GetInterface((InterfaceID)(0x00010000)); IINode _bone = _skin.GetBone(0); int nbBones = _skin.NumBones; List <string> boneName = new List <string>(); for (int b = 0; b < nbBones; b++) { boneName.Add(_skin.GetBone(b).Name); } #region create bindPose World Pose bindPose = new Pose("bindPose"); BuildBind(_bone, -1, bindPose); #endregion Skeleton skelete = new Skeleton("skelete", bindPose); skelete.saveToFile(_filenameSkeleton); } } } return(true); }