Spikey Physique
Hi
Im exporting a physiqued biped from 3dsMax to a .x file using Panda DirectX exporter. In max, the animated mesh looks fine but When the mesh is exported, it becomes all spikey. On the Panda website it says
"Make sure that each vertex has a maximum of 4 bones assigned to it and the total summed weight is 1.0"
to avoid spikey characters.
I Set the physique blending to 4-links which should solve the 4 bone assigned to each vertex but I also want to make sure the summed weight is 1.0 on each vertex. I know that I can go through each vertex of the mesh locking it and typing in the weights making sure it adds up to 1 but this is going to take a LONG TIME. Is there a faster way of doing this within the physique modifier?
Thanks
There should be something called the 'weight table.' Make sure the total for each vertex is 1. There may also be a command to 'normalize' all weights... IIRC Skin modifier has it, but since Physique is old and outdated, it may not. Which brings me to my next point: You should be using Skin. Physique hasn't been updated in many versions, and is there (like Edit Mesh) as a legacy thing.
-------------www.robg3d.com
Okay firstly I never knew physique or indeed edit Mesh were depreciated - ive been using them for a long time lol. Secondly, I went through every vertex of my mesh, locking it and typing in weights that add up to 1 and I STILL get spikes. If anyones interested, please have a look:
link to my max file (max8) and an exported xfile
thanks
link to my max file (max8) and an exported xfile
thanks
your engine may also not liked scaled meshes. in the engine we use we have to remove transforms before we export the mesh out to the game engine, or else the character will turnout all spikey and distorted (i belive its with the way it handles normals of the mesh upon importing).
-------------------------Only a fool claims himself an expert
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