Hey my problem is I have created the perfect model for what I want in 3dsMax I rigged a biped using the skin modifier,
I correctly positioned the envelopes and I animated the biped using frames and then exported as an .fbx
and loaded it into XNA using the SkinnedModelPipeline
.
Once Loaded into XNA the model deforms and it only seems to be on the models right arm.
As I'm only a new member I can't post images at this moment in time so I am sending a link to the images online.
3dsMax Model:
Model loaded in
Draw function for Models
//an array of the current positions of the model meshes
this.bones = animationPlayer.GetSkinTransforms();
for (int i = 0; i < bones.Length; i++)
{
bones[i] *= Transform.World;
}
//remember we can move this code inside the first foreach loop below
//and use mesh.Name to change the textures applied during the effect
customEffect.CurrentTechnique = customEffect.Techniques[technique];
customEffect.Parameters["DiffuseMapTexture"].SetValue(diffuseMap);
customEffect.Parameters["Bones"].SetValue(bones);
customEffect.Parameters["View"].SetValue(Game.CameraManager.ActiveCamera.ViewProperties.View);
customEffect.Parameters["Projection"].SetValue(Game.CameraManager.ActiveCamera.ProjectionProperties.Projection);
foreach (ModelMesh mesh in model.Meshes)
{
//move code above here to change textures and settings based on mesh.Name
//e.g. if(mesh.Name.Equals("head"))
//then set technique and all params
foreach (ModelMeshPart part in mesh.MeshParts)
{
part.Effect = customEffect;
}
mesh.Draw();
}
I've goggled around for a long time and i cant find anything that would solve this problem.
Any help is appreciated.