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From: | Cyril 'Hulud' Corvazier |
Subject: | Re: [Nel] animation problem |
Date: | Thu, 19 Feb 2004 11:23:17 +0100 |
Oops, forget the previous message..
Hi Andi,
> after loading into our game i notice that
after adding the skeleton our monster is half under the floor
> and facing the wrong way...
This is a classic issue, in max, when you create your biped, it looks at
the -Y axis to face the front view.
> same issue his tail went crazy and im sure he
enjoyed it but was pretty unbecomming even for a horny little
monster
Can you check this points before we go further:
The skin shape vertices are exported in world space
(it's a special case). At run time, vertices are moved back in bone local space
using the inverted "figure mode" bone world matrix and then transformed in word
space using the "current" bone world matrix. It means that :
- whatever you may change on
your skeleton (position, posture, orientation, size) you have to reexport the
skin model.
- you have to be sure that your
skin shape, with physique modifier disabled, matchs the skeleton in figure
mode.
- the skin shape and the
skeleton have to be exported in figure mode.
I hope your monster will get back on form
:-)
Hld. |
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