Help! Pipeline amnesia!!!

Miscellaneous Forums/Content Creation Tools/Help! Pipeline amnesia!!!

I used pudding's .b3d pipeline almost exclusively for all my character animations last year.

Now, all of the sudden, I cannot get ANY of my pipeline exported .b3d files to play their animations. All I get is a static mesh.

1. I am using LoadAnimMesh
2. I HAVE checked "Rigid Vertices (All)" in the skin advanced paramaters dialog box in Max
3. I HAVE checked "scene root" with the pipeline.
4. I am using a biped with skin. before I export, I hide all bones in the biped.
5. In the nifty 'B3D VIEWER' that works within 3ds Max via the pipeline, my animation shows up great....it's only when I run the program in Blitz that I get a problem.
6. I have tried making a new dummy model just to test and I get the same problem... so I know it has to be ME.

What am I (could I be) doing wrong? Pipeline was so easy before....I must be forgetting something.

Ok, stating the obvious here, but are you calling UpdateWorld() in your code????

yes, but without parentheses.

updateworld
renderworld
flip

OK I FOUND THE ANSWER...
I don't remember it being like this before, but the pipeline exports a scene root and your animated mesh is actually a child of that root. So if you use find child then you can access the animated mesh and animate it accordingly.

Also remember that if you have a single skinned mesh then you don't have to add a scene root. The scene root option is provided because b3d files must have a single root.

-Pudding

Wow..tha man himself! Thanks Pudding. Only thing is that when I try to export without scene root, I get export errors and it crashes my Blitz.

I'm fine with the findChild thing for now. If you have any other advice for me re: the scene root thing, let me know.