Deformed mesh. (D3D9, .x)

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Lonesome Ducky
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Post by Lonesome Ducky »

If the error doesn't cause any problems, I wouldn't worry too much about it.
hybrid
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Post by hybrid »

Well, .x files should usually close all their braces. So your file (if that's really the end of the file) is corrupt.
RaymondH
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Post by RaymondH »

Lonesome Ducky wrote:If the error doesn't cause any problems, I wouldn't worry too much about it.
Having one mesh rendered and already an error. It can only get worse if I ignore it.
Well, .x files should usually close all their braces. So your file (if that's really the end of the file) is corrupt.
Thats not the end of the file. This is just line 41 to 46.
hybrid
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Post by hybrid »

Two things to try: Load the .x file with DirectX MeshViewer. This should show if the file is usable at all. Second upload the file for us to test. I guess I can find the reason why it tells you such things.
StaticAres
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Post by StaticAres »

http://www.sendspace.com/file/rdcx2d

Right now we are doing all our tests with a simple model made out of boxes and bones. The error was generated based on this model.

In meshviewer the model shows up, but also deformed.
B@z
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Post by B@z »

its the problem of the mesh file, not the irrlicht. just try and open it with dx mesh viewer.

my suggestion: in blender, select the object, apply/clear->apply scale and rotation (or something like that)
maybe u want to change the object center too.
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hybrid
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Post by hybrid »

If you mean Microsoft's DirectX Meshviewer, then we cannot help you at all. Broken .x files won't be loaded by Irrlicht.
B@z
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Post by B@z »

ultimate unwrap cant even load the file.
Microsoft's DirectX Meshviewer shows it, but the figures left leg is as tall as the whole object XD so kinda broken
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StaticAres
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Post by StaticAres »

Yea, i can confirm that. I also tried to load it in Microsoft DirectX Meshviewer.

B@z, we still need to try your suggestion.

Thanks for all the feedback guys!
StaticAres
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Post by StaticAres »

We now know that this is a problem that is not related to the irrlicht engine. But we can't find a solution yet.

The .x and the .blend file of our latest model can be found here (http://www.sendspace.com/file/4i9uqk).

We think that the bones added to the model are causing the deformation.
hybrid
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Post by hybrid »

Yes, if the weights are denormalized, Irrlicht (and probably most other loaders) will try to renormalize the weights. This can cause arbitrary deformations of the mesh.
StaticAres
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Post by StaticAres »

Is there any way you can describe denormalized weights on the bones? All the weights on the bones are the same on the PlushGuy and they were parented using a default Bone Heat.
B@z
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Post by B@z »

at the weight paint panel, there is a script for normalizing weights IIRC
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StaticAres
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Post by StaticAres »

We tried, no succes.

Could you give it a try B@z?

Then we can compare the .blend files and learn from that.
Ravi08
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Post by Ravi08 »

ive export an x file and it works for me, send me ur email and il send it to ya.

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ivve tried it with the engine and everythings ok except in the console it says:

No finishing semicolon in Mesh Vertex Colors Array found in x file
Line: 52

No closing brace in Mesh Texture Coordinates Array found in x file
Line: 52
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