gamecreator Posted July 27, 2011 Share Posted July 27, 2011 I exported a mesh from Max 2009 using ArBuZ's tool and got the below error. At first I thought it was an export error but when I started rotating the mesh, I noticed that the point where the jutting points go is always to the center of the editor window. Any suggestions on how to fix this or is this a bug I should report? Below is the material file, in case that helps. texture0="abstract::skeleton_texture_1.dds"blend=0 depthmask=1 overlay=0 zsort=0 cullface=0 castshadows=1 specular=0.25 gloss=0.1 bumpscale=0.4 shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_alphatest.frag" shadowshader="abstract::mesh_shadow_skin.vert" Quote Link to comment Share on other sites More sharing options...
wailingmonkey Posted July 27, 2011 Share Posted July 27, 2011 hmm...if it's not a driver error, I'd say it looks like 2 vertices on those fingers didn't get weighted to any bones? Quote Vista Ultimate SP1 64bit | Q6600 2.40 GHZ | 8GB RAM | 320MB Nvidia 8800GTS Link to comment Share on other sites More sharing options...
gamecreator Posted July 27, 2011 Author Share Posted July 27, 2011 Good thought. It could be a driver error. I think it's safe to rule out the the vertices not being weighted to bones as it acts fine in Max. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted July 27, 2011 Author Share Posted July 27, 2011 Hmm, or maybe not. I really don't know. If I uncheck Export Skin in the exporter, it looks fine again. Will try to reassign the vertices when I get back home. Quote Link to comment Share on other sites More sharing options...
ArBuZ Posted July 27, 2011 Share Posted July 27, 2011 Make sure that maximum 4 bones affect any vertex. There is the option somewhere in the Skin modifier. Something like maximum bones per vertex. EDIT: In the Advanced rollout -> "Bone Affect Limit" set it to 4 Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
gamecreator Posted July 27, 2011 Author Share Posted July 27, 2011 Thank you sir. Will try that first. Quote Link to comment Share on other sites More sharing options...
Richard Simpson Posted July 27, 2011 Share Posted July 27, 2011 I know un-triangulated meshes have this issue sometimes, Is your mesh triangulated? Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
gamecreator Posted July 27, 2011 Author Share Posted July 27, 2011 I'm not sure how to tell. Will look that up. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted July 28, 2011 Author Share Posted July 28, 2011 ArBuZ, your suggestion worked. Thank you!!!! And not just that, I learned what un-triangulation is (the mesh wasn't). Two for the price of one! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.