- Thu Feb 21, 2008 3:27 am
#261865
I looked through a scene from Pierre that had a whole lot of mates, I couldn't find any rhyme or reason to which types or combinations would affect this problem, or why. It's a problem that only occurs when MXST tries to decompose the transformations, so that you can move your objects around with the pivot information that came from SW - MXCL doesn't have to do that reverse-engineering, so it renders fine directly. I've added a new export option for the update which will allow to skip the transform data, and just export the meshes directly in world-coordinates...so all the objects have pivots at 0,0,0, but it completely prevents this problem.w i l l wrote:Wonder if this is a problem with concentric mates
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