hakanpersson
08-05-2007 16:09:49
Hello.
We are working with a demo, using 3DsMax and Ofusion CE, that we plan on taking into production. Right now we have a big problem with skinweights that doesnt seem to export properly.
This is the scenario. We have a models that are highly customizable, one torso, several heads, and about 50 different clothing. All of them are skinweighted on the same biped.
The problem is that when we load them into our applikation, the skinweight on the head is incorrect, when the character is in idle, you can see the head moving slightly forward and reveal the gap between the head and torso. This gap doesnt exist in Max.
The problem is the same on all heads and hats so far, although the eyes are correct? Also the gap bewteen the head confuses me, as the head isnt parented or anything, and yet moves forward as a seperate element, why dont the vertices on the head in the gap share the same strange translate forward?
I have pruned all the lowest bone assignments in max to make sure the export doesnt change anything. The log doesnt say anything faulty at all now, but the problem still exist. For our game, this gap is very serious.
We are using Ofusion CE, and max 8 (also made a test in max 9 today). Any help or point in the right direction would be great!
cheers /HÃ¥kan
We are working with a demo, using 3DsMax and Ofusion CE, that we plan on taking into production. Right now we have a big problem with skinweights that doesnt seem to export properly.
This is the scenario. We have a models that are highly customizable, one torso, several heads, and about 50 different clothing. All of them are skinweighted on the same biped.
The problem is that when we load them into our applikation, the skinweight on the head is incorrect, when the character is in idle, you can see the head moving slightly forward and reveal the gap between the head and torso. This gap doesnt exist in Max.
The problem is the same on all heads and hats so far, although the eyes are correct? Also the gap bewteen the head confuses me, as the head isnt parented or anything, and yet moves forward as a seperate element, why dont the vertices on the head in the gap share the same strange translate forward?
I have pruned all the lowest bone assignments in max to make sure the export doesnt change anything. The log doesnt say anything faulty at all now, but the problem still exist. For our game, this gap is very serious.
We are using Ofusion CE, and max 8 (also made a test in max 9 today). Any help or point in the right direction would be great!
cheers /HÃ¥kan