CUINL
11-08-2006 06:07:07
Hey all!
I'm having a little problem while exporting animation using oFusion (yes I already searched the forum, but did not find any solution )
I'm using 3ds 6.0
I have a single mesh representing a character.
The model has a biped + some bone for the kilt, aye!
The bones of the kilt are all attached to the pelvis using Transform Controllers -> Link Constraint
The model is skinned (biped + bones)
The animations works fine except for one, the problem arise when there is a rotation on the Bip01.
Here is an explanation in images
When I rotate all the bones except the Bip01
it look like this in max
it look like this in CEGUI Mesh viewer, yay everything is fine
Then I rotate the Bip01
it looks fine in max
But in Ogre, the bones in the kilt are all messed up
I dont know if it's the link constraint that's causing the problem for the oFusion exporter, I must admit that I don't know what to do next.
Any help would be kindly appreciated, thanks!
Phil
I'm having a little problem while exporting animation using oFusion (yes I already searched the forum, but did not find any solution )
I'm using 3ds 6.0
I have a single mesh representing a character.
The model has a biped + some bone for the kilt, aye!
The bones of the kilt are all attached to the pelvis using Transform Controllers -> Link Constraint
The model is skinned (biped + bones)
The animations works fine except for one, the problem arise when there is a rotation on the Bip01.
Here is an explanation in images
When I rotate all the bones except the Bip01
it look like this in max
it look like this in CEGUI Mesh viewer, yay everything is fine
Then I rotate the Bip01
it looks fine in max
But in Ogre, the bones in the kilt are all messed up
I dont know if it's the link constraint that's causing the problem for the oFusion exporter, I must admit that I don't know what to do next.
Any help would be kindly appreciated, thanks!
Phil