Sharsnik
01-03-2009, 10:42 PM
I've been trying to export 3DS models into a directX engine via the D3DXLoadMeshHierarchyFromX command. It works fine with simple models, but when I try to do a model with lots of bones (like a 3DS bi-ped) the model scramble.
Here's an example...
http://sites.google.com/site/sagoau/mental-diarrhea/scramble.jpg
I'm at a bit of a loss :/
Edit: I'm using UpdateSkinnedMesh to update the animations.
Edit2: I mean... I think the only way it could get SCRAMBLED like that is if different vertexes were effected by different transformation matrices (or with different weights). But, the SkinInfo says that the mesh has only one bone effecting it... the location of the rest of the bones shouldn't matter, right? Even if they were messed up, as long as ALL the vertexes got transformed by the same matrix the original shape of the model should be in-tact.. right?
Here's an example...
http://sites.google.com/site/sagoau/mental-diarrhea/scramble.jpg
I'm at a bit of a loss :/
Edit: I'm using UpdateSkinnedMesh to update the animations.
Edit2: I mean... I think the only way it could get SCRAMBLED like that is if different vertexes were effected by different transformation matrices (or with different weights). But, the SkinInfo says that the mesh has only one bone effecting it... the location of the rest of the bones shouldn't matter, right? Even if they were messed up, as long as ALL the vertexes got transformed by the same matrix the original shape of the model should be in-tact.. right?