Dude, beautiful work. I personally, have no need to re-import to SWG for the time being (until ProjectSWG gets to the point of adding new content) right now its more for my own side project; but however you want to release it is up to you.
I was having no luck getting the command-line FBX exporter to compile, and the compiled version I was able to get my hands on, crashes in every way. So this is my only hope here... (For a faster, less tedious method of exporting, I should say)
I've not looked at that tool because I've had the skeleton part working for a long time now - not sure it would've helped much anyway since it's a max script vs FBX SDK code.
The FBX SDK supports all of the rotations. It also works to bake into a single rotation and apply the inverse transform upon import. I still need to test out importing an entirely novel model with the latter method though - so far I have only been creating new animations for existing skeletons.
It was a major help, while my old PC was running - a thunderstorm blew out a transistor on my motherboard (yes I had a surge protector/battery backup and even ARC fault breakers on that power outlet).
So I recently upgraded and unfortunately my old 3DS Max installation from college doesn't want to start up because the licensing service doesnt work under Window 10.
But for what it's worth I really do appreciate the work you did, there.
I really wanted to move on to Blender, but I think I might have to just get a newer copy of 3DS MAX, since so much of the work I've done is in MAX format, (general familiarity with plugins/scripts I have), and I'll just have to gradually export everything and switch over, when I become more familiar with it.
On the topic of Blender, the FBX files I'm generating for some reason do not work with it. I can't figure out why. When I import them it just does nothing - no warnings or errors - just nothing happens.
They work fine however with:
- 3ds Max
- Win10 "3D model viewer"
So I can only assume Blender doesn't fully support FBX, or has some strict requirements on it that I'm unaware of.
ah i was unaware af the SDK. I realy did not found in max script any way to export all 3 rotations like maya have. (Rotate, Rotate Axis, Joint Orient)
Maybe you can send a FBX and i can check it in blender?