Mesh select modifier creating corrupt .x files.

Hi there

Been having some very wierd bugs which cause corrupted .x files on export. After investigation it appears to be mesh selects in the modifier stack causing the exporter to put #QNAN0 in some material and normal coordinates.

The bugs are random and target different meshes each time you export. Even collapsed meshes retain these bugs and can output corrupt .x files, once we removed mesh selects they worked fine. However mesh select with UVW mapping is a core part of our workflow so having these bugs is causing a lot of havoc :)

I've included a max scene, with shaders and the corrupt .x file.

Any help much appreciated as its causing me a lot of grief.

thanks

Matt

There is a known bug in Max

There is a known bug in Max where this will happen for Skinned/Physiqued meshes (basically, you have to have a stack that's just Editable Mesh -> Skin/Physique, with nothing else).
Is it also happening for non-skinned meshes?
Also, you'r talking about an archive, but I can't find it. Is it available for FTP somewhere?

Sorry for the late reply. Yes

Sorry for the late reply. Yes these are just static meshes. No physique. The reason we were using mesh select was so we can stack UVW multiple times without having to do Unwraps (which take a while!).

Oops forgot to add the attatchment *face palm* . Hope that works.

thanks again.

Matt