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making a blender w3d exporter....but first.... [message #266652] Sat, 16 June 2007 09:32 Go to previous message
iRRVi is currently offline  iRRVi
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Registered: June 2007
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Well...as the title says I'm trying to make a W3d exporter for blender.

I'm basing it off a import script for gmax...or maybe 3ds max that I found. But i have a couple questions. Of which I have found 1 so far...in maxscript - what is #() - as noted here

	global pivots = #();
	global hlods = #();
	global meshes = #();
	global boxes = #();


thanks,
--iRRVi

(dont go yellin' at me for not searching the web...cause I did...however - sometimes i am not the best at finding stuff with google...thanks.)


Edit - I found one more question. what is up with this...and how do i represent it in python?
	global boxcolor = point3 0 255 0


NULL

[Updated on: Sat, 16 June 2007 09:34]

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