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#ActualCC Ricers

Posted 18 September 2012 - 10:21 AM

I use Blender 2.59 so I'm not sure if the issue is there.
Things that you may want to keep in mind: The SkinnedModelProcessor is not where the problem is. Something seems to be up with the way Blender prepares textures in your model upon export.

I opened your Blend file, scrapped the extra textures, and just exported the Steve mesh with one texture. In XNA he appears tiny (probably just the size the model was made) and indeed appears black. Then it hit me... Did you choose to pre-multiply Alpha in your texture processor? My guess it's set to True by default in the Skinned sample. Try turning it off. Had the same problem when I dug up an SSAO shader I made many months ago and for some reason the randomized normals texture was rendering in black making the AO look weird. The alpha channel of the texture was black, so I had to disable pre-multiply alpha to get it working again.

#1CC Ricers

Posted 18 September 2012 - 10:17 AM

I use Blender 2.59 so I'm not sure if the issue is there.
Things that you may want to keep in mind: The SkinnedModelProcessor is not where the problem is. Something seems to be up with the way Blender prepares textures in your model upon export.

I opened your Blend file, scrapped the extra textures, and just exported the Steve mesh with one texture. In XNA he appears tiny (probably just the size the model was made) and indeed appears black. Then it hit me... Did you choose to pre-multiply Alpha in your texture processor? You have this option in the properties area when you right click the texture in the content project.

I realized that could be a very likely cause to your problem. Two days ago I had started playing around again with an SSAO shader I made many months ago, and noticed that the AO looked weird- the randomized normals texture was loading but it was black. I was stumped for a while but then opened it up on Photoshop, the alpha channel was all black. Aha, the alpha was making the color channels black so I disabled pre-multiply alpha in my project. Sure enough, the randomized texture showed correctly and SSAO was working again. I'm not at my home computer to test it out, but you should give that one a shot.

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