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Custom FX when converting model

Horst18519

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Is there a way of defining a custom effect (fx) to attachpoints when converting a gltf model to mdl?
By default, MCX creates these "fx_spotlightFFFFFF01_..." fx files, but I'd rather use my custom fx files.
Would be great if there was some setting in MCX that allows defining custom names for attached fx.
 
Do you mean you want to define your own name or the entire content of the FX file?

For the first you can use the attribute to set a custom name.

For the second you would have to replace the attached spot light by an attached effect in the attach point editor.
 
Thanks for the quick reply, Arno.
I have lots of gltf files with each containing dozens of lights. By default, MCX converts them to mdl naming the lights "fx_spotlightFFF...". I would like MCX to call these "mycustomfxname" instead, and also use "mycustomeffectparams" instead of the detault "0" effectparams.
I could of course batch-convert them to x files, then batch-edit those x files and convert them to mdl, but it seems the x files don't really contain that information. It looks like you probably had to use a trick to force x files to store that information (?) or they do that by default: they store that information in the PartData section, but with numbers. are these some sort of hex numbers?
 
In the X file the attach points are indeed codes as hex XML. But do you only have one type of light in your model or do you want different colors to map on different effects? I guess I could make a batch operator step to change fx files or so.
 
That would be great. Usually, I only have 1 or maybe 2 different effects / lights in one model.
Of course, I can open the mdl in MCX, mark all lights and edit the fx names and effectParams, that's really not that much trouble, just wanted to see if I was missing some cool feature.
 
In general it's easier to use the auto generated effects, as then all spot light parameters match with those in the glTF file. But I also understand your need to use your own effect. So I guess a post processing of the effects in the batch wizard to replace them would be best.
 
Hi Thorsten,

I have added the new batch operator, it will be in the next develoment release.
 
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