Update!!! From the first page:
ver 0.0.8 (12 Aug):
Added back compatibility with M&B 0.808 materials and skeletons.
Export/import of rigged meshes (SMD):
- added a x10/x0.1 scale factor for coherency with what old BrfEdit exported.
- (also, now if a vertex is connected to >4 bones it tries to fix it, instead of complain and die.)
Export of animations (SMD):
- changed stuff a bit, to see if now 3DSMax likes them better.
- added a file format option to correctly import SMD files that were originally produced by old BrfEdit (or their derivatives)
Bug fixes on load, GUI improvements...
So, now I expect that most (all?) valid BRF files are accepted by OpenBRF.
The other main improvements concern import of rigged-meshes and animations as SMD files...
amade: the new version should load the rigged mesh correctly. The "problem" was just a scaling problem that BrfEdit added
for some reason on export. Anyway, now I add it too, so OpenBrf will happily inherit SMD rigged meshes left by BrfEdit.
Niiiiice rigged armor, btw. Impressive! And thanks for the test data.
Tul: problem with the import of rigged mesh "kind of" fixed. It was related to that >4 bones per vertex. But, even if now it load them, it is a bad idea to allow >4 bone per vertices as M&B will not use them. Thanks for the data!
cdvader: thanks for the reports. You must have downloaded a version I mistakenly put up and left up for a short time. As you know, fixed now. (the problem was that it just did not load "reference models" on startup).
Dain I.F. and HighElf and cdvader: 3DS is being worked on. I don't know yet if I managed to make OpenBRF export SMD files that it likes... It could be. A test? (Dain: a lot more info in the other forum, as you know).
That's all.
Oh, if you import an SMD animation and it looks all garbled, try improting it as a "old brf-style animation instead".