Does the max exporter support morph targets or not?

and again : max DOESNT support exporting of blend shapes. so even getting your static meshes already is a problem. unless max allows you to apply blend shapes before exporting which would have to be done for each shape seperately which is a big burden for the artists.

this thread originally was about if and how to get morpth target exported or how to work around.
this thread is not about any hypothetitcal ways to export some strange way of animation via a strange nonexisting pipeline using them in strange and so far non-exisitng animation systems.
sorry for beeing furious but it starts to really freak me out to repeat my self over and over again.

if you have a WORKING sollution how to get shapes or whatever you call it from max to panda. feel free to post it. if not. then it simply doesnt belong here.
this will propably be my last post in this thread.

it freaks you, hmm, oh no it shocks me, that you dont understand the way i discribe, there is no big magic behind :wink:

oh, its not possible to export a static mesh fron max :open_mouth:

yes, the solution works in my head, so it will works on computers too :smiley:

i have no max, but i will show it to you with static egg files bye using a different tool. but first im going to finish my game…

so please wait a bit… but maybe this could show you what i mean, its a piece of a old mel script of mine… you only have to implement the things i said and port into python.

//vertexMAP
//hieronimus seelenbrand
//dirk.hochegger@gmx.at
//2009
//copies vert position from a root obj to a parasit

string $displacement= "displacement";
if ( `window -q -exists $displacement` == 1 )
	deleteUI $displacement;
window  -sizeable true -tlb on -wh 150 400 -title "displacement" $displacement;

columnLayout -adjustableColumn true;

button -l "modify" -c "displace";


global proc displace()
{	
		vector $posARRAY[];
		vector $posARRAY1[];

		float $vx[];
		float $vy[];
		float $vz[];

		float $vx1[];
		float $vy1[];
		float $vz1[];
		
		string $selection[] = `ls -sl`;
		int $POLYcount[] = `polyEvaluate -v $selection[0]`;
		for ($a=1;$a<24;$a++)
		{
		currentTime $a;
		for ($i=1;$i < $POLYcount[0] ;$i++)
		{
			string $vert = $selection[0]+".vtx"+"["+$i+"]";
			vector $pos = `xform -q -ws -t $vert`;
			string $vert1 = $selection[1]+".vtx"+"["+$i+"]";
			vector $pos1 = `xform -q -ws -t $vert1`;
			select -r -add $vert1;
			$vx[$i] = $pos.x;
			$vy[$i] = $pos.y;
			$vz[$i] = $pos.z;

			$vx1[$i] = $pos1.x;
			$vy1[$i] = $pos1.y;
			$vz1[$i] = $pos1.z;

			$posARRAY[$i] = $pos;
			$posARRAY1[$i] = $pos1;
			
			vector $posARRAY0 = $posARRAY[$i];
			float $posARRAYx = $posARRAY0.x;
			float $posARRAYy = $posARRAY0.y;
			float $posARRAYz = $posARRAY0.z;

			vector $posARRAY01 = $posARRAY1[$i];
			float $posARRAY1x = $posARRAY01.x;
			float $posARRAY1y = $posARRAY01.y;
			float $posARRAY1z = $posARRAY01.z;
	

			float $disX = $posARRAYx - $posARRAY1x;
			
			vector $dis1 = <<$posARRAYx-$posARRAY1x,
					$posARRAYy-$posARRAY1y,
					$posARRAYz-$posARRAY1z>>;
			
			$length = `mag $dis1`;
			print $length;
			if ($length < .5)
				{
				
				select -r pSphere2.vtx[$i] ;	
				polyColorPerVertex -r 1 -g 0 -b 0;
				move $vx[$i] $vy[$i] $vz[$i];
								
				}
			else
				{
				select -r pSphere2.vtx[$i] ;	
				polyColorPerVertex -r 0 -g 0 -b 1;
				
				}

		}
		}

}
showWindow displacement;

or this is a piece from the same tool of mine, i used it for getting polygon intersection, maybe this can inspire you…

//vertexMAP
//hieronimus seelenbrand
//dirk.hochegger@gmx.at
//2009
//copies vert position from a root obj to a parasit

string $displacement= "displacement";
if ( `window -q -exists $displacement` == 1 )
	deleteUI $displacement;
window  -sizeable true -tlb on -wh 150 400 -title "displacement" $displacement;

columnLayout -adjustableColumn true;

button -l "modify" -c "displace";
floatSlider -min 0 -max 10 -value 0 -step 1 threshold;

global proc displace()
{	
		$range = `floatSlider -q -v threshold`;
		vector $posARRAY[];
		vector $posARRAY1[];

		float $vx[];
		float $vy[];
		float $vz[];

		float $vx1[];
		float $vy1[];
		float $vz1[];
		
		string $selection[] = `ls -sl`;
		int $POLYcount[] = `polyEvaluate -v $selection[0]`;
		//walk through all verts of selection1
	
	for ($i=1;$i < $POLYcount[0] ;$i++)
		{
			string $vert = $selection[0]+".vtx"+"["+$i+"]";
			
			vector $pos = `xform -q -ws -t $vert`;
			
			$vx[$i] = $pos.x;
			$vy[$i] = $pos.y;
			$vz[$i] = $pos.z;
			//get pos verts of selection2		
			
			for ($ii=1;$ii < $POLYcount[0] ;$ii++)
			{
				string $vert1 = $selection[1]+".vtx"+"["+$ii+"]";
				vector $pos1 = `xform -q -ws -t $vert1`;
				$vx1[$ii] = $pos1.x;
				$vy1[$ii] = $pos1.y;
				$vz1[$ii] = $pos1.z;
				
				vector $dis1 = <<$vx[$i]-$vx1[$ii],
						   $vy[$i]-$vy1[$ii],
						   $vz[$i]-$vz1[$ii]>>;
				
				$length = `mag $dis1`;
				if ($length < $range )
				{
					$color = $length/4;
					select -r pPlane1.vtx[$i] ;	
					polyColorPerVertex -r $color -g 0 -b 0;
				}
				
				

			}
			
		}

}
showWindow displacement;