Skinning information not importing
by Wesley Brown · in Artist Corner · 05/26/2010 (7:08 pm) · 2 replies
Okay... so, i hope this can be solved.
the character i have is importing but none of the skinning information is transferring over... also, the custom rig i made is importing some of the control points as part of the character model and they're animating, but the character doesn't seem to have any skinning information transferring over.
anyone every get this? anyone maybe able to offer some suggestions or tips?
it's a collada file. it's worked up until now.
the character i have is importing but none of the skinning information is transferring over... also, the custom rig i made is importing some of the control points as part of the character model and they're animating, but the character doesn't seem to have any skinning information transferring over.
anyone every get this? anyone maybe able to offer some suggestions or tips?
it's a collada file. it's worked up until now.
#2
I'd be happy to take a look at any of the models that were failing if you are able to send them to me (email is in profile, just remove the null). I implemented the collada loader, so if the issue is on the import side I'd like to get it fixed.
05/27/2010 (10:11 pm)
Hi Wesley,I'd be happy to take a look at any of the models that were failing if you are able to send them to me (email is in profile, just remove the null). I implemented the collada loader, so if the issue is on the import side I'd like to get it fixed.
Wesley Brown
also, when exporting, having the skin modifier on the top of the stack makes the character's vertex weighting export correctly. if it is not, it will not export correctly as i've noticed.
so, i guess this is solved for now (and posting this here in case anyone else has a similar problem)
so, to reiterate... checklist.
1. the skin modifier is at the top of the stack in max
2. the control points are not in the heirarchy where the bones are.
oh, and the control points had to be made renderable and then converted to editable meshes. with them as editable shapes, the engine would throw an assertion failure on import for me.