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```
$declaresequence "pose"
$append "pose" origin 1.0 1.0 1.0
```
`pose` exist in an animation mdl thus the need for `$declaresequence`, nekomdl ends up crashing with access violation.
I don't expect this to be fixable as even simple append like `hidden` don't take affect.
so for example:
$bodygroup BodygroupModel
{
studio "BodygroupModel1.smd" {
flexfile "BodygroupModel1.vta" {
defaultflex frame 0
flex "Flex1" frame 1
}
flexcontroller my_group range 0 1 "Some flex"
%Flex1 = "Some flex"
}
studio "BodygroupModel2.smd"
blank
}
this would be very useful for toggleable parts of a model that have flexes, like beards and such.
also, great work!
1)ADVANTAGES
-128 MATERIALS ARE ALLOWED TO THE EXTENT OF
-THE ANIMATION SEQUENCE CAN BE EXTENDED UP TO 60 FRAMES PER SECOND
-CAN SUPPORT MORE THAN 100 BONES
2)DISADVANTAGES
-WHEN USING THIS COMMAND $FileBufferSize
THE MODEL IS COMPILED ACCORDING TO THE VERTICES OF THE MODEL FOR EXAMPLE I HAVE A MODEL WITH GREAT DETAILS THAT OCCUPIES A LARGE NUMBER OF VERTICES SO YOU CAN USE IT UP TO 64
(BUT THEY DON'T CONFIDENT IF YOU CAN COMPILE IT BUT IF YOUR MODEL HAS VTA FILES VTA. I'M SORRY TO TELL YOU THAT THE EXPRESSIONS WILL NOT BE COMPILED, THEY WILL BE IN THE EASY EXPRESSIONS SECTION BUT THE MESH WILL BE DIVIDED UP TO 100 TIMES SO IT'S NOT WORTH COMPILING IT WITH A CDM THANK YOU..
help ?
[00000400] [keeping] [网格001] flags: lod0,
网格被算进骨骼里了
You can add me as a friend to send it privately.
Updated
The bone limit can be increased by passing the command line argument "-maxbones 256" to the compiler.
btw, neko doesn't fully support this model because it has more than 129 bones, but Crak0kalos does(so for example i just reduce their count so that neko can compile it)
Most of the people using this compiler have used it as well, haven't seen it in your case.
Can you send me the necessary part of the source file to check?