Script to expose vertex weight values on turbosmoothed/meshsmoothed objects
I'm wondering if it is possible to find out the interpolated vertex weights that max assigns when a skinned low poly mesh is turbosmoothed/meshsmoothed. I have a low poly mesh for a game engine that has been skinned well, I need to apply a turbosmooth to some areas to increase the tesselation. When the new mesh is exported however the newly created vertices' weights do not export, and when the operation is performed below skin in the stack the result is quite poor. What I want is what I see in Max to be reproducable in the game engine - is there any way to make this work?