Sign in to follow this  

Skin meshes stretched out

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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this