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Author Topic: .X Deformation in Wintermute  (Read 5405 times)

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PiNz

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.X Deformation in Wintermute
« on: November 30, 2008, 04:51:49 PM »

Hi im new to the board and new to wintermute and i have a problem ive been trying to fix for days,
basicly when i add the biped to my mesh in 3ds max for my 3d actor, it looks fine! it moves, it animates correctly its all good. But when i export it into a .x format file and try it in wintermute it deforms like parts of the mesh are being dragged into one corner of the screen, can anyone help?
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Jyujinkai

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Re: .X Deformation in Wintermute
« Reply #1 on: December 13, 2008, 05:33:22 AM »

Things to check

Zero'd out your model + Biped
That you are using SKIN not physique
That you have checked that all vertexes are given weight to to the biped bones. (nothign blue)
Use vertex weighting NOT evelopes.
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HelLRaiseR

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Re: .X Deformation in Wintermute
« Reply #2 on: December 18, 2008, 01:34:24 AM »

What kind of deformation?  I've been some deformation problems due to the Panda exporter options. Check this post: http://forum.dead-code.org/index.php?topic=3280.0
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Regards,

    Fernando
 

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