Yes. Although I would still insist that the parser that you are using these with is updated to the actual specs and realizes that bone weights are optional (because the verts may already belong to a bone and need no weighting).
First, here are scenarios that will not have bone weights:
- The staticprop setting is on
- The verts are weighted 100% to their owning bone
The second example happens in scenarios where the mesh already belongs to a bone. For example, if you export a single geometry node (like a Box) or multiple nodes (like a bunch of boxes) and they are not weighted to anything but themselves. This is intentional--and is part of the SMD spec.
If you absolutely need the bone weights, even if it isn't adding more information (and isn't required by the spec) you can force this with this method:
- Make a skeleton of bones that represent the object's rig
- Skin the geometry to those bones with a skin modifier (making sure that all the vertices are fully weighted to one or more bones other than the node itself)
I want to reiterate that it would save you time and energy if the target platform adopts to the spec--because in the case of characters/rigs that are not using Skin modifiers (perhaps you have mechanical rigs?) then this is adding a bunch of tedious labor. In reality, the target parser could save you tons of time and effort by simply adding a single line of code. (I understand that it might seem like I could do the same--but the change you are asking adds file size bloat for the thousands of people who are using it in environments that fully read the SMD spec; and making it an optional switch adds unnecessary complexity to the application that I would have to support by answering questions, etc.)
Shawn OlsonDeveloper of
Wall Worm3ds Max 4/Gmax - 3ds Max 2027
Mudbox 2009-2022
Windows 11 x64
i9 11900K
128GB RAM
Geforce 3090