having a few problems exporting form 3dsmax to xna.
Although the character is oriented correctly in the xna window, when a forward motion is applied the character moves backwards.
I am exporting using fbx plugin from max. I have tried rotating the biped 180 degrees but it makes no diff.
Anyone used xna much could give me a few tips\?
fBX has two options, either 'z' up or 'y' up . I have exported using 'y' up as 'z' is only up in 3dsmax
I have a horrid feeling that xna is only recognising the bind pose and throwing out any rotation I
have made in max
cheers
Mike
Replies
http://forums.xna.com/forums/54.aspx
I don't really want to use x at the stage, fbx is what I am used to.
Hopefully its not a painful workaround as want to keep the export process as simple as possible
problem is that xna only recognises the bind pose, so any biped rotations are ignored by xna.
My cheap hack was to group the biped with the mesh and rotate the group 180 degrees
This actually works, although its not very pretty. I also don't know how this will affect the bones in game.
could just do it in code in xna, but want to keep it as simple as possible
http://kwxport.sourceforge.net/
Jon Watte is a pretty smart guy, and responsive to requests.
I will look at it again, because x format obviously will support fx shaders as well
EDIT
actually Eric I got it working. i had the biped flagged as 'non renderable' in max. it was that simple.
This bug has been fixed in the next version I believe