AnubiSs2167 Posted December 14, 2015 Posted December 14, 2015 Hey guys, ive runed into unexpected problem while trying to animate falmer. Model gets super deformed. I have runed into this problem before, usally was caused by removing some bones by accident or overating falmer parts when merging scenes with other actors. Always acompanied with alot of max export errors. This time max gives me no errors and i can't even export unanimated vanilla T pose. This is what havok export windows says : --- Configuration: Animations --- Create Skeletons Filter Root Node Name:NPC Root [Root] Num Bones: 78 Create Animations Filter Animation Length: 3.333333 Frames: 2 Annotation: absent Extract Motion Filter Motion extracted using 2 samples Spline Compression Filter Compression Number of blocks: 1 Size of largest block (PlayStation®3 SPU): 1808 bytes. Original Size: 9984 bytes. Compressed Size: 1796 bytes. Compression Ratio: 5.559020:1. Footstep Analysis Filter Prune Types Filter Removing hkxEnvironment ("Environment Data") Removing hkxScene ("Scene Data") Removing Resource Data completely. Removing 1 skeletons. Removing 0 mesh attachments. Removing 1 Transform and 0 Float identity binding index arrays from 1 bindings(s) Removing 0 skins. Write to Platform Filter Wrote layout for [Tagfile] to file [D:\Programs\3Ds Max\3ds Max 2012\scenes\1m.xml]. Finished in 00:00:00 Does anyone have any ideas? Lets give falmers some love
Recommended Posts
Archived
This topic is now archived and is closed to further replies.