qyli Posted June 15, 2011 Posted June 15, 2011 export some skined mesh got wrong result, don't know why, here is a sample. The 3ds max version is 2011, havn't try other yet. bp.rar
ulf.schroeter Posted June 15, 2011 Posted June 15, 2011 export some skined mesh got wrong result, don't know why, here is a sample. Would be a good idea to be a little bit more specific...I would doubt that anybody will otherwise spend his private time on searching the problem
qyli Posted June 24, 2011 Author Posted June 24, 2011 finally I've got some time deep into the code and found the problem, the bone num of a surface can't exceed 96, I think this should be described in the document. doc says: Maximum number of bones per surface depends on a target graphics card. It is a good idea to set the limit of 64 bones per surface, as each bone is represented with three vectors. Each of these vectors is a parameter to an animation shader, and older cards have lower limits to a number of parameters that can be passed to a shader. You can change the bone limit while exporting from an external 3D editor. If a surface is "overloaded" with bones, it will be split into two automatically during export.
manguste Posted July 22, 2011 Posted July 22, 2011 This bone number limitation is set according to the lowest graphics API version: DirectX 9 will simply crush otherwise because it can't handle more than 256 constants. If you target more modern video cards, you can raise this limitation. A feature for automatic division of surfaces by exceeding the maximum is not supported any more. Doc fixed.
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