Advertisement Jump to content
Sign in to follow this  
tealrabbit

Skin meshes stretched out

This topic is 4982 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am exporting skinned meshes with skeletons from maya and when I render then they gett all stretched out. If I render the joints they are all in the correct positions but when I render the mesh it gets stretched. I am using each joints world matrix. The models look right except for the stretching. I thought it looked like I was supposed to use local matrices since it seems every joint translation has been increased but when I use local matrices the meshes get somewhat distorted (not stretched though). How should I calculate the joints used for the mesh? Thanks for any advices.

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!