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Harrad
05-28-2004, 03:02 PM
Hi all,
Me and a mate are making a game at the moment. Hes doing the programing, i'm doing the 3D. At the moment we are just testing out his AI so i'm making simple models of a set of legs that loop in a walk cycle. Another mate told me that you have to set up each vert with 100% influence from 1 bone (ie no blendling between the bones) and in MAX (v5) the animation looks good. where the knee is the two rings of verts (one ring above the knee, one ring below) intersect each other, making a nice knee bend. But when I export to .X (using the panda direct x exporter) the verts seem to have picked there own bones and the animation looks similar but not 100% the same.

Can anyone help me on how to solve this problem? I've been looking around the net for days now, but still no luck.

Thanks alot,

MAT :surprised

Yiannis_K
06-10-2004, 09:43 PM
I think what you need to do is normalize your weights.
dx9 supports bone vertex blending just fine. it depends on your engine though and your target system how many bones will share a vertex start with 2. you can easily set that up by going to the Advanced Parameters section of the skin modifier. and set up "Bone Affect Limit" to 2 or 3 or whatever is supported by your engine.

Make sure by checking the weight table that you don't have any leftover vertex assignments. One way to make sure fast you don't have any leftover assignments is to select all the valid vertices invert selection and hit "Exclude Verts"

I hope this helps.

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