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Posted

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?

 

oddt.jpg

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"

Posted

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

Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64

3ds max / photoshop CS3 / C++

http://www.arbuznikov.com

Posted

I know un-triangulated meshes have this issue sometimes, Is your mesh triangulated?

Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7.

 

Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4

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