Models from 3ds max lose their transformations when input into XNA
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by
jacobian
on Game Development
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Published on 2012-10-09T21:17:09Z
Indexed on
2012/10/14
3:52 UTC
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I am making models in 3ds max. However when I export them to .fbx format and then input them into XNA, they lose their scaling.
-It is most likely something to do with not using the transforms from the model correctly, is the following code correct
-using xna 3.0
Matrix[] transforms=new Matrix[playerModel.Meshes.Count];
playerModel.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model.
int count = 0;
foreach (ModelMesh mesh in playerModel.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.World = transforms[count]*
Matrix.CreateScale(scale) *
Matrix.CreateRotationX((float)MathHelper.ToRadians(rx)) *
Matrix.CreateRotationY((float)MathHelper.ToRadians(ry)) *
Matrix.CreateRotationZ((float)MathHelper.ToRadians(rz))*
Matrix.CreateTranslation(position);
effect.View = view;
effect.Projection = projection;
effect.EnableDefaultLighting();
}
count++;
mesh.Draw();
}
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