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Author Topic: exporting sequence to 3ds bug  (Read 5487 times)

runter

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exporting sequence to 3ds bug
« on: May 11, 2009, 04:05:25 pm »

Hello,
I am manually exporting an anim8or sequence frame by frame to multiple 3ds files.
However, I have discovered that in the generated .3ds files there are some meshes that have been exported with weird angles! (By the way, I have noticed that the 3ds exporter performs a 'mirror' onto the original angles, but it is not such a problem for me)
Is this a known bug? Is there any workaround out there?
Take a look at the image to understand what I am saying.
Thanks in advance

Note: All the bones are correctly measured (by that I mean that the sequence is correctly done ;)
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runter

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Re: exporting sequence to 3ds bug
« Reply #1 on: May 14, 2009, 05:45:04 am »

Replying to myself, and as far as I don't know at all Steve's code, I think it might be a quaternion-to-euler miscatch, since I have noticed this only occurs when the 3 axes on the bone have been modified.

A request to Steve (from my ignorant point of view): when exporting to 3ds in sequence mode, I think you try to transform matrices from current frame bones. Why don't you just 'dump' the vertex buffer you are rendering? I think this way there will be no data loss.
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