@Sintrea -I've never used Rhino but everything in NWN models revolves around an editable mesh and a diffuse texture. Get those two into GMax or 3DS Max from anywhere, and you're 99% good to go. The only thing I'd be hesitant on is animating in anything other than GMax or 3DS Max. I don't know where Neverblender is with animation right now. But for mesh work, the model can come from anywhere.
Bannor Bloodfist wrote...
Added work, very little gain, and it is highly unlikely to find an import/export routine to handle the mdl format used by NWN since it is such an old game by today's standards.
Nah, it's not that big a deal really. I'll grant you that writing a new import/export routine
is a fairly big deal, though. But playing Six Degrees of Kevin Bacon with two modeling programs to determine a good common import/export format isn't very time consuming. Working out the kinks, if any, takes a little more time. Smoothing groups might get lost, faces might be flipped, meshes could be imported with every triangle as an individual subobject element, faces can be doubled unintentionally etc. But once you have a good path worked out, you are good to go.
Each extra step of importing/exporting/converting will add to the possible problems you might run into as well.
In my experience that specific problem isn't something to worry about. I've converted from Collada, Google 3D Warehouse, FBX, OBJ, SMD and probably a lot more I can't remember off the top of my head. I think what you're seeing there is something going on under the hood in NWMax. If it weren't for the hidden rounding I came across in NWMax when trying to find out why I couldn't work on Estelindis's necklaces, I'd probably agree with you though. Up to that point I'd never had to edit NWMax to get someone's files to export correctly.
Modifié par OldTimeRadio, 19 septembre 2012 - 08:55 .