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Since the w3d file format is not 1:1 compatible with the structures and objects in blender there are some workarounds and known issues. Also the whole material related stuff is in early stages and a lot of properties are just preserved for reexporting, but do not really affect the visual appearance of the object in blender.
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some animations might have weird keyframes since blender does not allow for a indiviual channels for each rotation quaternion value. In w3d there can be indiviual channels for x, y, z and w and thus some might be wrong or missing after import into blender.
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the bone system from blender and w3d is not identical. Bones in w3d behave as bare pivot points with no 'length' to them. Bones in blender on the other side have a head and a tail and thus require at least a length of 0.01 in order to not be deleted immediately after creation. This is why on import each bone is created with a length of 0.01.
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The AxisAlignedBoundingBoxTrees of w3d files are not supported yet and get lost on an import since there is no good way to preseve them for a reexport.
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Animation visibility channels are represented by decimal values in w3d and thus can range from 0.0 to 1.0. In blender visibility is a true or false value and thus can not be used. That is why a custom property was introduced for that, but again that has no visual effect on the scene.
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We don't export the PivotFixups chunk. This is due to the fact, that this data is not used from within the game. There's no known difference when skipping it.
Note: there is a lot more and this list is subject to change.