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morph angle deformer (3ds max) not supported in XNA through FBX?

Last post 11/29/2009 8:26 PM by jwatte. 4 replies.
  • 11/20/2009 9:20 PM

    morph angle deformer (3ds max) not supported in XNA through FBX?

    A "Morph Angle Deformer" is a sub-tool in the Skin modifier, used to morph at certain joint angles (i.e. the pinch of an elbow). In XNA, my morph is unrecognized.

    I see that XNA doesn`t support morph targets. Is this the same thing? Am I forced to implement morphs myself?

    8 months till Dream. Build. Play.
  • 11/24/2009 10:59 PM In reply to

    Re: morph angle deformer (3ds max) not supported in XNA through FBX?

    Yes, it's basically the same thing as morph targets.  You will have to implement them yourself, and make sure that the required data (angles to blend weight information) is exported and applied properly
  • 11/25/2009 1:57 AM In reply to

    Re: morph angle deformer (3ds max) not supported in XNA through FBX?

    I know of no in-game runtime engine that supports that particular feature. (Similarly, I know of none that support Bulge and Tendons in Physique). Most game animators I know of end up putting in a special scale-only bone to do bulging/deformation, and drive it using a derived key from the rotation of the "real" joint bone.

    Additionally, the X file format does not support morph targets of any kind; the FBX file format may support them, but the FBX importer and the ModelData format used to import meshes into XNA Game Studio do not support morph targets either.
    Jon Watte, Direct3D MVP
    Tweets, occasionally
    kW X-port 3ds Max .X exporter
    kW Animation source code
  • 11/29/2009 8:08 AM In reply to

    Re: morph angle deformer (3ds max) not supported in XNA through FBX?

    Simple enough. Thanks.
    8 months till Dream. Build. Play.
  • 11/29/2009 8:26 PM In reply to

    Re: morph angle deformer (3ds max) not supported in XNA through FBX?

    jwatte:
    putting in a special scale-only bone to do bulging/deformation, and drive it using a derived key from the rotation of the "real" joint bone


    Graham Luke:
    Simple enough


    I would have real trouble actually making that work right myself :-P I'm in awe of your rigging powers!
    Jon Watte, Direct3D MVP
    Tweets, occasionally
    kW X-port 3ds Max .X exporter
    kW Animation source code
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