negative scale

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sithh
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negative scale

Post by sithh » Tue Mar 11, 2008 4:30 pm

hi
I have a 3d studio character with his animation
when I try to export him in ogre there are a lot of problem with the left body parts...I look in 3ds and here some left bones have negative scale....
how can I resolve?
the animation is ok on the right but not on the left...
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xavier
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Post by xavier » Tue Mar 11, 2008 4:33 pm

You can't use negative scale -- you need to re-do the scale on those flipped parts before exporting.
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sithh
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Post by sithh » Wed Mar 12, 2008 3:03 pm

thanx, but I don't know how to change the scale!!!If I transform the negative number in positive the animation doesn't work!
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Evak
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Post by Evak » Wed Mar 12, 2008 5:12 pm

If your using 3dsmax your probably going to have to save your bones and anims, remove your skin/physique modifier. select your mesh and use reset Xform and collapse. Both found in the Utilities tab. Then redo skin/physique.

Normaly people follow a strict workflow when using 3dsmax for realtime animation because its a common problem with the way 3dsmax works with scale when exporting realtime meshes. You just have to remember to reset the transforms. You don't always have to, the mirror modifier etc often work fine. But its better to be safe than have to redo a bunch of work.
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nedelman
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Post by nedelman » Wed Mar 12, 2008 8:01 pm

This is a very common problem.

When creating your skeleton you should not use the standard 3DS Max "mirror" tool. You should instead use the mirror tool in the "Bone Tools" dialog, which you can find in the Animation menu.
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Post by sinbad » Thu May 01, 2008 10:47 pm

For info, I just added a feature in Shoggoth which should eliminate this difficulty. Ogre now defaults to automatically compensating for negative scalings and inverting the culling modes so things display properly.
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Fernickk
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Post by Fernickk » Wed Nov 12, 2008 7:46 pm

The problem remains in Shoggoth. We're reskinning our model with the bones mirrored like nedelman said, I'll tell you if it worked when we're done.
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loath
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[solved] negative scale

Post by loath » Thu Nov 20, 2014 3:24 am

this is obviously a long dead thread but i have a solution in case someone hits this problem. (thanks to christophe canon of frogames.net)

unreal engine 2 has an exporter for their actorX format that automatically corrects this issue. so if you have a mesh with this problem use the actorX exporter from:

max/maya 2011 or prior: http://udn.epicgames.com/Two/ActorXMaxTutorial.html

OR

max/maya 2012+: (this is an unofficial build but works great on max 2015)
http://www.gildor.org/down/38/actorx/ActorX_All.zip

1. export the files from max/maya to the actorX format. (psk and psa files)
2. load these files into ultimate unwrap 3d (i hear milkshape works as well)
3. save them out as .mesh / .skeleton files
4. load the mesh in ogre meshy -- it works!
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