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Thread: skinned mesh transform bug

  1. #1
    Junior Member
    Join Date
    Jan 2013
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    3

    skinned mesh transform bug

    I am exporting a skinned mesh from Max 2011 using OpenCollada.
    The skinned mesh node is as such:
    Code :
    <node id="node-female_2" name="female_2">
            <node>
              <matrix>1 0 0 -0.008068807 0 1 0 0.08032098 0 0 1 0.9159421 0 0 0 1</matrix>
              <instance_controller url="#geom-female_2-skin1">
                <skeleton>#node-Bip01_Pelvis</skeleton>
    ....
              </instance_controller>
            </node>
          </node>
    The matrix element of the "node-female_2" seems to be a bug in the exporter, because if use this matrix then the skinned mesh will be positioned wrong.
    If I move the skinned mesh around in Max that information is stored in the parent node of the root of the skeleton.

  2. #2
    Junior Member
    Join Date
    Jan 2013
    Posts
    14
    Maybe the version you used is not match the max 2011

  3. #3
    Junior Member
    Join Date
    Jan 2013
    Posts
    3
    Quote Originally Posted by Artist zhou View Post
    Maybe the version you used is not match the max 2011
    This is the version I'm using (which is latest): OpenCOLLADA for 3ds Max; Version: 1.3.1; Revision: 847M; Platform: Win32; Configuration: Release_Max2011_static

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