A lot has happened since my last post, I’ve been working on the new exporter every day. I have come a long way, and soon it’ll be ready for beta release.
As I wrote in my previous post here I’m rewriting everything in c++, and now I have these things mostly ready.
You can download a zipped sample project that you can load into maratis (the scene these screenshots are taken from). If you then select some of the shapes, go to their ‘properties’ you can apply different animations that are defined.
Download the project files here testproject
you can now add as many animation modifiers as you want, each of the has a ‘start, end’ range and a name for the animation. So if you have a character with walk\run\jump cycle you just add 3 modifiers, with their respective settings and it will export to maratis.
You can add physics to any mesh, and specify the settings, maratis will then load the shape withe the selected settings applied.
With the shader you set maps for the different slots, each slots means something (I will describe this better then in the screenshot). Texunit1 means diffuse map and so on. I’m going to add the missing GUI items as well (specular color and such things).
Result (with some animation applied):
(The reason why this seems a bit more dim then in 3dsmax is because the specular parameter is not done yet)