Hi,
I have a model I place in my XNA world at the origin. The model was exported from 3dS Max 2009.
When i view the model in XNA, it is always to the right and quite far back, and its pivot point is way off, creating a rotation on the Y axiz causes it to rotate in a large arc.
I drew a reference primitive at the origin to compare this.
If I load spaceship.x from an XNA tutorial it shows up correctly, and rotates correctly on the Y axis.
So two possible solutions...
1.) Something about my model in 3ds Max is wrong, I have set the pivot point and played around with its location relative to the origin in 3ds Max but there is no difference when exporting and reloading the model in XNA.
2.) Could there be an issue with kwxport?
Otherwise thanks for a great plugin.
Generally, kW X-port exports
Generally, kW X-port exports the same hierarchy and geometry that's in the scene.
You could try applying a "reset Xform" modified to the geometry, and/or select it and collapse to an editable mesh, before exporting.
Also, it's important to apply the appropriate bone transform to the effect when rendering (typically, calling CopyAbsoluteTransformsTo() and getting the appropriate index from the ModelBone).