Hello dudes,
how to get the same behaving of bones like in 3ds max, please? How can I correct my source code? Of course I tried to work with envelopes and the weight of the points, but I did not achieve the same result, see the video.
https://www.babylonjs-playground.com/#T8C502#4
@Guillaume_Pelletier our exporter wizard might be able to help here and sharing your model (if possible) would definitely help him repro
Hey,
May you share the MaxScene with us please ? then i can have a look
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Hello,
scene is attached, thanks.
bone_test.zip (47.0 KB)
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Hey,
When you’re moving the bone002 into max, there is a constraint on length, which make the bone taking bone001 as Pivot point. I beleive you had to re-create this behaviour into your viewer part. Translation only will NOT work.
Hello,
this is the problem that I try to set other and other parameters, variants in 3ds max… to achieve the same 3ds max result as in babylon.js. But I did not find a solution ![:frowning: :frowning:](https://emoji.discourse-cdn.com/win10/frowning.png?v=9)
Hi, the link recommends making this change:
Bone Tools> Objects Properties> Freeze Length
If I do, nothing will change at all. Still the same problem. This means: In 3ds max I see exactly what I need but after exporting to Babylon.js I have an unusable result.
OK, then this is what i told you on very first response, this is related to viewer behavior, not exporter. This must be done by programming into Babylon JS viewer.
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