when ever I try to export my model any part that moves for the animation flys off to some random placeI think it maybe by bone rig but I don't know what it is
hey, i followed your steps completely.. but i keep getting a build error in xna "Error 1 The mesh "mesh_free_man", using SkinnedEffect, contains geometry that is missing texture coordinates for channel 0", any ideas why im getting that? i dont have a texture applied to my model, is that why?
hey, i followed your steps completely.. but i keep getting a build error in xna
"The mesh "mesh_free_man", using SkinnedEffect, contains geometry that is missing texture coordinates for channel 0", any ideas why im getting that? i dont have a texture applied to my model, is that why?
@johnnymm65 Yeah, that's probably the issue. I guess each vertex will need at least 1 set of texture coordinates. You can likely remove this dependency by altering the vertex type to exclude the texture coordinate information.
when ever I try to export my model any part that moves for the animation flys off to some random placeI think it maybe by bone rig but I don't know what it is
Verynicepro 3 weeks ago
@Verynicepro That could be any number of things, but yeah, look at the rig and make sure everything in the model is skinned.
witmsp 3 weeks ago
@witmsp it is the skin but it's almost like evey polygon thats weighted fails to render right
Verynicepro 2 weeks ago
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hey, i followed your steps completely.. but i keep getting a build error in xna "Error 1 The mesh "mesh_free_man", using SkinnedEffect, contains geometry that is missing texture coordinates for channel 0", any ideas why im getting that? i dont have a texture applied to my model, is that why?
johnnymm65 3 months ago
hey, i followed your steps completely.. but i keep getting a build error in xna
"The mesh "mesh_free_man", using SkinnedEffect, contains geometry that is missing texture coordinates for channel 0", any ideas why im getting that? i dont have a texture applied to my model, is that why?
johnnymm65 3 months ago
@johnnymm65 Yeah, that's probably the issue. I guess each vertex will need at least 1 set of texture coordinates. You can likely remove this dependency by altering the vertex type to exclude the texture coordinate information.
witmsp 3 months ago
Good job, help me a lot
doggiecai 4 months ago
@doggiecai I appreciate that; thanks.
witmsp 4 months ago