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Skinned animation problem

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201
Hello everybody,
when i export my animated model from 3ds max (skin animation with bones, with linear rotation controller), everything seems to work, but then it has the rotational axis of the bones inverted or messed up.
Any hints?
 
i made a video to show how i try to make it:
EDIT: i forget to assign the material to the box, but that's not the problem.


Hope anyone can help me.
 
Last edited:
Hello,

I had the same issue while animating my retardant refill station firefighter.
MCX does not simulate skinned animations accurately. You have to test the model in FSX (or P3D) to check if the animation is fine.
 
Daaaaaamn before reading you i discovered myself that mcx doesnt support bones...... I just tried to fire it up p3d and everything was working.... - _-''
3 days wasted to understand.....
Thanks fir your answer bytheway!
 
Tonaz,

Just wondering why you were having to use MCX to export with? Why not doing it fully in Max or Blender?

I had issues with a pilot that drove me nuts. Exported fine, worked fine in Max, but in P3D, he turned into a giant pen cushion when animating. I think (theory) that he had too many polygons and vertices and it overwhelmed the system. Not sure. I worked hard and long to make that work and got no where and there seems to be no one that is a good source of information on this.
 
Also, remember that the 'material' is utterly important, and that when you export from Max, you 'must' tick the 'export skinned material' box. If you dont, your model will be missing the parts that make this happen.
 
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