Export of Skinning Information

Hello :slight_smile:

I’m trying to do something complicated, let me start off by saying I’m a programmer, and not an artist. I’ve been going through this with our artists today and we’re all a little confused by it.

We have a mesh in 3DS Max, this has been rigged and skinned and we want to basically export it’s individual components, with their skinning information. We have separately exported the bone structure. The idea is that we can load up, at runtime, a number of different components which we can fit onto the single skeleton.

I’m having a problem getting our data into the right format. Whenever we export a component of the mesh, and load it up, it’s importing it as a non skinned Mesh, presumably because we’re not doing something quite right at export. I can export the whole model and it’s as it should be, with a bone structure, and then individual components that are imported with Skinned Mesh Renderer on them, but I want to separately export and import these.

Is this insane? Is there something obvious that I might be doing wrong? It’s been confusing me the last few hours :expressionless:

Any help would be very appreciated :slight_smile:

Thanks,

Bangz.

p.s. If I load the FBX back into 3DS Max, it does warn that their are nodes that are not part of the bind pose, named after the bones this object should be weighted with. This is what I’d expect if the export was to be working correctly, I think… If this is true it might be the way the import works, whereby it’s not finding a bone structure when importing so it discards that information?

Anyone has a solution for this ?
i have the same issue