When I export an animated model sometimes, the mesh totally gets screwed up when I open the .x file. Most of the time it works fine, but at times, possibly one part, or the entire thing is just all scrambled and all over the place. What do you think I could do to solve this issue?
Is the mesh skinned? If so,
Is the mesh skinned? If so, have you collapsed the stack below the skin such that there is only an editable mesh and a skin modifier?
Nope, it's only 113 separate
Nope, it's only 113 separate objects with simple rotation animation, all of them with only the Edit Mesh modifier. Does the number matter?
animation proplems
i recognized that too in 3dsmax9, exporting X via PANDA or Xport.
but for my use in FFED3D they work even scrambled, when i check the option "matrix" instead of "position/rotation/transform" (in PANDA of course).
still if i reopen them, everything is scrambled (horrible)!
but if you set the pivots right (depending all to hierachy) and checked their alignment, that should not happen,
mostly it's their alignment, cause if you mirror objects (and i think you did as well) the alignment of objects pivots gets mirrored too, movement and placement relatively to world and mirrored object is negative (i.e. let's say in a box center is zero x,y,z, left lower front corner -x,-y,-z, right upper back corner +x,+y,+z, doesn't matter which way around, but in one model or world it has to follow the same rule), i discovered also it's hard to get the alignment back to normal.
as long as you playback the animation sequence on 3dsmax it works well (discreet correction, i think), but when you export to any other format, i.e. old 3ds or X, they don't know how you build up your model and everything is wrong positioned and movement is relaying on pivots position and alignment.
short: you should set pivots of the objects in your model all to center of world and align all pivots to worlds alignment,
then it has to work proper!
Well, I don't think the
Well, I don't think the number of objects should matter for kW X-port, but there are other moving parts in the system (including the DirectX SDK and whatever importer/reader/animator you're using for rendering)
Well, do you want to look at
Well, do you want to look at it to see if anything is wrong?