ok. So when you bone in 3ds max the bones set their pivots to the way that you make them in viewport. they all have their own axis and it is not shared. so in 3ds max if you move your file in what to its local coordinate system is 45 degrees between x and z but in world coords is 0 degrees on z, when you put it in XNA you get the wierd translation. I believe that is the case. What is worse, when you do this with a vertix that is near a vertix one moving one unmoving, you see the chain breaking. At least that is what I am believing. My problem is, I cant affect pivot only withouth moving the bone. And I cant create every bone to be world space cuz then all I would havce are up and down bones. Any help would be greatly appreciated. Ideas.? ?
Resetting XForms
when i reset xforms it resets all the bones to the coordinate space, unfortunately skeleton no longr matches skin. I have put a reset xform on every bone and one with them all togrether and what i see is the same, however, when i reset all xforms, my model ends up with verts that should be near each other or that have wierd uneven influences staying behind the mesh so it ends up looking crazy.
One thing i have noticed, as in case of the wings i posted earlier, if i move both of my wings forward in 3dstudio and bend them about 2nd and 3rd bones, in XNA one bends one way and one bends the other. I also finally realized the skewering was an absolute move in one direction starting with the skewer and giong to the part of the model that is not affected.
So how do I move BONE PIVOTS in XNA without moving the BONE. ADDitionally, when I click affect pivot only when using a bone, the bone still moves.