Hi,
I have a problem with my skeletal model that I've imported in the skinnedmodel example.If I export the fbx file with a normal standing pose it works great,but when I load a different biped on the model in max and then export to fbx,it's all stretched out ingame while in max and other 3d software it shows up perfect.
http://www.synapsegaming.com/forums/p/871/3976.aspx#3976this related post had the same problem but I can't seem to find the exact solution.
Greetings,Roel.
Hi Roel,
Is the model animated in both of those screen shots with the sitting pose as one of the animations, or are you trying to export the mesh in a sitting pose as a static mesh?
RoelCoucke:http://www.synapsegaming.com/forums/p/871/3976.aspx#3976this related post had the same problem but I can't seem to find the exact solution.
In that thread the character mesh was a child object of the skeleton's root bone, to fix the problem he removed that parenting assignment.
Let me know if this helps!
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I've managed to fix this problem,it's a wierd solution, but it works.
- Export in Max to FBX format, (check include animations, uncheck convert geometry used as bones)- Import this FBX into Maya- Export in Maya to FBX format