Ok .. My problem is .. I have 3D model made in Max . Its animated using Biped (skeleton) and footsteps .. When I export this model to 3DS i get two parts : #1 3D model, #2 Skeleton animation .. Now everything is read, but how am I supposed to attach skeleton animation to the model ..
I looked at all possible solutions, and came to conlusion that there MUST be a chunk in 3DS file that stores which vertices of 3D model are affected by EACH BONE of the SKELETON .. If you are familiar with 3DS, just think the way they tell you how to draw FACES (Polygons) of the 3D model .. You have array of faces [ex] FACE[0] , and each face holds 3 values which are 3 vertices that form this face ..
Before I was thinking that Vertex array or Face array is created in Hierarchy type, similar to Hierarchy used in Keyframe animation .. But this can't be since there can be more than 1 bone in the same body part, thus who's to decide which bone affects which vertex .......
When I was loading the Model and Keyframe data, I was looking for the chunk that might hold that information, but so far I was unable to find it ....
I know it has to be there, unless they screwed it up , and came up with different way to assing it ... However why would they use different way, since we already decide which Vertex is used by which bone when we adjust Envelopes under Physique .........



