Hello,

I have an animated character that I'd like to use in my game. I'm importing him from Maya into Med, and saving to .mdl. I'm using bones animation.

My problem is that there are pretty big differences between how the animations look in MED and how they come out in the game. For example, when the character blinks in MED his eyelids rotate down and cover the eyes. In the game however the lower edge of the lid looks like it is translating forward while it rotates down, and the eyes poke through the lid when the eyelid is closed all the way.

Another example is a smile: During the smile the eyebrows move slightly, but the eyelids don't move at all. This plays correctly in MED, however in the game the eyelids move forward when the smile plays.

I'm also noticing that in MED itself the rendered character looks slightly different from the wireframe display in the orthographic windows. I.e. in the wireframe views some parts of the mesh are clearly not moving at all, but the rendered 3d view exhibits motion in those parts.

I'm testing all these animations with this command:
ent_animate( my, "smile", my.anim_percentage, ANM_CYCLE);

So here are my questions:

Does MED use the same (basic) rendering algorithm as the game?

Has anyone seen this kind of thing, and if yes, do you know why this occurs? Are there workarounds or solutions?

I'd appreciate any help or hints anyone might have. Thanks.