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xna orienation

Ruz
insane polycounter
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Ruz insane polycounter
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

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