.b3ds and strange tris

Blitz3D Forums/Blitz3D Programming/.b3ds and strange tris

hi everyone,
I have a very strange problem that has been bugging me for some time. my problem is that when I load an animated .b3d I get very interesting tris or nothing at all.
heres how i load my mesh
Function loadenemy()

LoaderMatrix "x",1,0,0,0,1,0,0,0,-1
enemymesh=LoadAnimMesh("dwarf1.b3d")
UpdateNormals enemymesh
ScaleMesh enemymesh,.2,.2,.2
For w=1 To 100
SeedRnd MilliSecs()
enempiv=CreatePivot()
e.enemy= New enemy
e\e=CopyEntity(enemymesh)
EntityType e\e,enem
Repeat
e\x=Rnd(5000)
e\z=Rnd(5000)
e\y=TerrainY(land,e\x,0,e\z)+10
Until e\y>395
e\hp=100
PositionEntity e\e,e\x,e\y,e\z
ExtractAnimSeq e\e,22,36;seq1 walk2
ExtractAnimSeq e\e,38,47;seq2 take damage
ExtractAnimSeq e\e,117,128;seq3 attack
ExtractAnimSeq e\e,59,88;seq4 die
ExtractAnimSeq e\e,2,20;seq5 walk1
ExtractAnimSeq e\e,170,200;seq6 idle


DebugLog "e\x"+EntityX(e\e)
DebugLog "e\y"+EntityY(e\e)
DebugLog "e\z"+EntityZ(e\e)
DebugLog "hp "+e\hp

EntityFX e\e,9
EntityType e\e,enem
EntityPickMode e\e,2 
ScaleMesh e\e,.2,.2,.2

Next
FreeEntity enemymesh
End Function



sorry theres no indenting.

however if I use mister dwarf he looks like this

the weird tris are the dwarf.
[edit] this is actually the zombie by psionic in ths picture[/edit]

if i use a .x version of psionics zombie(the mesh i'm trying to use) i get the mesh but he wont move when i tell him to or anything. entitytype command doesn't work. nothing
please help. thanks.

That image is so dark i cant see a thing.

you can not use loader matrix on Boned B3D
The bone - mesh relationship totally goes crazy if you do that with bone weights even on a single bone on its own.

Export the dwarf correctly and it shouldn't be an issue.

the loadermatrix is not a part of the prob i commented it out and i still get the same thing. i also commented out the update normals too

Is this the dwarf?


yep. cept he's got a white shirt. really i'm trying to use the zombie but i can't even make him show up.

also in the documents it says you can use loadermatrix on animation.

and you have B3D 1.98? (have dual install but am not that confident that 1.99 is better, there are bugs I prefer to avoid)

1.99, i could get 1.98
i'll try that.

tried 1.98 and the probs still there.

I think this is a copyentity problem. Try loading the dwarf without the loadermatrix and the scaling, and the updatenormals. And of course, without copyentity :o)

ok i'll try that

ok tryed it, i got a "better" dwarf here's what he looks
like now.
the image is of the zombie cause the effect was more noticable however they are both .b3ds
it looks like the bones are being pulled and stretched but i cant find out why.
(see image at top)

args I'm stupid. it was so damned obvious:

Remove ScaleMesh!
You can and must not use mesh commands on bone animated objects!
you must only use entity commands!

Reason:
Mesh commands only affect the geometry. Its easy to see why anything attached through weights to a bone must tick out when it is moved away from its bone ^^
Entity commands affect bone and mesh.

oops i meant to put scaleentity
i found a scalemesh i didn't see before. thanks alot to all of you.
cool effect though :)

It's an easy one to forget... but we've all fallen for that one.