Hello,

I have tested the same model from max 9 about fbx 2006.11.1
to Gamestudio MED 7.09 beta (newest)

I have the same problems plus a problem with the pivot orientation of the mesh.

It seems so that the MED Importer interprets the pivot point of the mesh in a wrong way.

The mesh jumps to the correct location in the moment when I hit the animate button.

I tried this with different original pivot locations of the mesh. The pivot of the mesh has no influence in the MED imported mesh. This mesh is always in the wrong position.

The test file I use is the same as yours.

Kind regards

Taratoga

Edit: The main problem of this is that later in the game engine the wrong default position leads to an impossible blending, because the model, after it has done his animation sequence jumps back into the default position.
This is done between each blending. Hopes this is understandable.



Last edited by Taratoga1; 09/12/07 22:16.

Working on a Machinima Production System based on GS6.
www.taratoga.de