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Hi! Forgive my limited english, I'll try to write as politely as possible.
I decided to make an .fbx to .ass converter to speed up my workflow.
Normally I split my mesh in multiple files to avoid crashes on maya. I work with really heavy models, and when I have to import and convert a whole asset, the procedure is time consuming.
I've managed to create a simple converter so far, but unluckily it doesn't use binary encoding, so files tends to be 70% bigger in most cases.
I tried to implement the base85 btoa, but I've been unlucky all the time, despite my numerous attempts. I couldn't even understand the algorith version of this encoder (if it uses ZeroMQ or the original).
The converter will just output the polymesh{} struct, and I'd like to keep this tool as slim as possible. It would be really great if you could post the encoder, it would give the possibility to change the state of the stand-ins on the fly, like displacement properties, shaders etc.
Solved! Go to Solution.