mangoo
24-03-2007 23:26:33
hi,
we are trying to use some skeletal animation with 3dsmax9 and ofusion.
somehow there is a real strange behaviour. animation inside a normal viewport of 3dsmax looks different compared to the animation inside the ofusion viewport. translation, rotation and scaling doesnt fit at all
exporting gives the same result, it lookes (of course) like in the ofusion viewport.
i read some about resetting x-form for the mesh. we tried that for the meshes and bones but it didnt work out
i uploaded a .max scene
here ( only 3dsmax9 ) missing textures, but should work
the animation in the ofusion viewport is correctly drawn, but only because we moved the object that strange inside the other viewport, that it fits inside ogre. this is no solution for long time developement. we would be happy to find out how to solve it and then go on working with this great tools
does anybody know what we can do or what we did wrong?
thx
mangoo
we are trying to use some skeletal animation with 3dsmax9 and ofusion.
somehow there is a real strange behaviour. animation inside a normal viewport of 3dsmax looks different compared to the animation inside the ofusion viewport. translation, rotation and scaling doesnt fit at all
exporting gives the same result, it lookes (of course) like in the ofusion viewport.
i read some about resetting x-form for the mesh. we tried that for the meshes and bones but it didnt work out
i uploaded a .max scene
here ( only 3dsmax9 ) missing textures, but should work
the animation in the ofusion viewport is correctly drawn, but only because we moved the object that strange inside the other viewport, that it fits inside ogre. this is no solution for long time developement. we would be happy to find out how to solve it and then go on working with this great tools
does anybody know what we can do or what we did wrong?
thx
mangoo