#2
31st Aug 2007 at 2:13 AM
Last edited by wes_h : 31st Aug 2007 at
2:20 AM.
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The quaternion values are stored in the joints comments, and are needed to place the skeleton back in the original position.
Somewhere, you are changing the bones themselves. Did you start with an imported teen clothing mesh item? If even one got messed up, the exporter would complain.
Now, you should be able to rescue this work by importing some teen clothing item into a new file. Select and delete the mesh group, but not the joints. Then import your old mesh overtop of this. Older versions asked about importing the skeleton. You do not want that.
When done, your old mesh should be laid on top of a fresh skeleton, with the right quaternions. Save this and continue on with your project.
If the Normals plugin has a side effect, I can fix that. If it is the extended manual editor, I can do nothing (as I didn't write that one). One other question though... are you using MilkShape 1.8.1 (not 1.8.11b)? 1.8.1 progressively shortened the comments by one character. That would eventually make the quaternions unusable. If so, update to 1.8.1b.
<* Wes *>
If you like to say what you think, be sure you know which to do first.