I've tested to try and extract just the mesh attached to a bone and to extract the whole bone as a child.
main bone -> bone(Mesh)
The problem seems to be that the mesh isn't ever a child of the second bone. The mesh always goes with the main entity. So with .b3d you cannont extract a mesh attached to a child bone which is what I want to do. Some test on the .X format may prove useful, but then you lose many features of .b3d.
Does anyone know if it would be possible for the .b3d to support the mesh deformation and also a frame hierachy where you can have many meshes in the 3D model each of which could be extracted as individuals with their own coordinates(which happens currently if you export from max as animated a bone is added at the origin and you can retrieve the correct coords).
main bone -> bone(Mesh)
The problem seems to be that the mesh isn't ever a child of the second bone. The mesh always goes with the main entity. So with .b3d you cannont extract a mesh attached to a child bone which is what I want to do. Some test on the .X format may prove useful, but then you lose many features of .b3d.
Does anyone know if it would be possible for the .b3d to support the mesh deformation and also a frame hierachy where you can have many meshes in the 3D model each of which could be extracted as individuals with their own coordinates(which happens currently if you export from max as animated a bone is added at the origin and you can retrieve the correct coords).