Wintermute Engine Forum
Wintermute Engine => Technical forum => Topic started by: Barry Burton on June 02, 2013, 05:00:44 AM
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Every time I export my mesh using the PandaSoft Exporter for 3DS Max, it completely goes haywire and explodes my mesh. When I un-tick bones, the model loads fine without bones. I'm not sure what I did wrong here, as I've never had this issue before. I export the file as an .FBX and it loads fine in other 3D applications. So I don't know what's going on here..
Here is a screenshot:
(http://imageshack.us/a/img705/2908/error1vk.th.jpg) (http://imageshack.us/photo/my-images/705/error1vk.jpg/)
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Edit: Converting to an editable poly got rid of the explosions. But the mesh is still deformed.
(http://img826.imageshack.us/img826/7730/turdh.jpg) (http://imageshack.us/photo/my-images/826/turdh.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
This is how it looks in WME as well.
Honestly it would be so much better for WME to just support the FBX format..
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Nevermind guys. I fixed the problem. The problem was I scaled the entire mesh and animations, and/or didn't convert to an editable poly with the skin modifier on top.
But now I've yet another issue. When I try to scale my actor in the Act3D file, it changes in the preview pane but in game he remains incredibly tiny.
On Windows 7 BTW.
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Perhaps your scene geometry uses a different scale that your character, so it appears too small? Make sure you're using the same units when modelling the scene and the character.
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I'm having the same problem. I thought it might have something to do with using the demo game scene files. I haven't used one from scratch, I just replaced the teapot model with my character. When I try to scale it, it remains the same size, even though it does change size in the ac3d preview window. Could it be getting re-scaled somewhere else in the demo besides the ac3d file? Just testing it. The scaling number is meaningless on the Trinity character, also. I doubled it in the ac3d and she's the same size in the game. It scales from my export so I guess it doesn't matter.
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I managed to fix it. I think it's a Windows 7 issues, since I never had a problem on XP. Just let every possible exe associated with WME to run as an administrator and with Windows XP compatibility. It solved it for me.
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Are you editing the WME project in the "Program Files" folder by any chance? Make sure the project is in some writable folder (ideally in a subfolder of your "Documents" folder).
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That was the problem for me. Weird, because it shows a different scaling number in Ac3d, but doesn't scale unless it's in an editable folder.
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That's a "feature" of Windows. If the file isn't writable in Program Files, Windows creates a shadow copy of the file in your private folder. Then different programs see a different version of the file, depending on how they are configured.