Wintermute Engine Forum

Game development => Game design => Topic started by: PiNz on November 30, 2008, 04:51:49 PM

Title: .X Deformation in Wintermute
Post by: PiNz 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?
Title: Re: .X Deformation in Wintermute
Post by: Jyujinkai 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.
Title: Re: .X Deformation in Wintermute
Post by: HelLRaiseR 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