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Hi, we’re noticing a disparity between our skinning of an imported FBX file and the skinning within Max. Its most noticable around the knees of our character -> it looks fine in MAX but in our system the degree of self intersection is more pronounced. You could say the problem lies in our code except viewing the FBX file in Quicktime shows exactly the same disparity. I was wondering:
(a) Are there any known issues with exporting “twist” bones from the Biped subsystem in Max ? Maybe the skinning maths is different from standard weighting formula for skinning bones ?
(b) We’re baking the animations on export and in Max we’ve got the “Bake Selected Verts” option checked on the SkinModifer. Could this account for the disparity ? Maybe we lose information when we bake the verts ?
Regards
Watt
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