Sounds like a simple enough task: Export my model and animation that's
in 3d Stuio Max as a .FBX file for it to be used in XNA. The problem
with this is that after exporting it, and it being brought into XNA,
certain errors occur. The biggest problem is XNA states
:Error 1 Vertex is bound to bone "F
Thigh R", but this bone is not
present in the skeleton.
After rechecking my model and skeletal structure, I re-exported, and
the same messages pop up. Since that persisited, I imported the .FBX
file into 3d Studio Max, and the skin was horribly warped.
So my question is: Is there some step I missed when exporting? I used
the defaults for the .FBX plugin, so there may be something there. I've
also used KW Xport, and Panda Direct X, with similar-ish results. In KW
Xport, the mesh wouldn't show, but the animation would play, while in
Panda Direct X, it would all show, but the animation would either chop
off, or the Mesh wouldn't deform properly, and when it did work, XNA said:
Error
5 Node has more than one BoneContent child. Unable to determine which
one is the skeleton root. So yeah, there you have it.
I thank you for any help.