   Animations getting deformed
  A few pictures will probably say more than 100 of my words regarding this.http://www.dropbox.com/gallery/3102820/1/Bugg?h=857cd3So the issue is that the current models used in a project of mine starts off just fine but gets more and more deformed the further they get into the animation. I'm using XEN to handle animationsbut have also tried them out in the Skinning Example here on the site. The last picture is the animation exported in .X format and shown in direct x viewer and it seems likethe bones got some wierd position.Here's the thing tough, the animations works perfectly inside 3dsMAX but also in Unity. Talked to some people and think there might be something when transforming the bonesthat a certain value increases by some factor so that the bone positions gets more and more off the further into the animation it goes. I think this is something that Unity and3dsMax is able to handle by resetting the value or something but that's not something that's programmed into neither the Skinning sample nor XEN.Anyone recognize this and can help to pinpoint this problem and give hints/tips on how to solve it either programming wise or if I can get my 3d artist's to do something about it, I'd appriciate it alot!Thanks on beforehand.   
  I can't really help you but I have some things that might get you forward a bit.First of I can say that my animations work in 3dsMax too but not in the directX viewer. There they also get deformed like yours.I don't know XEN but when I implemented the animation thing as it was written in some book like advanced animation (?) it didn't work either and I had to change lots of things but I don't know anymore what it's a long time ago.By the way if you're using panda exporter you might want to get rid of it and download kw X-port...I solved the problem like this: I made a small, simple model (like a zylinder with some segments) and then I animated it (also simple animtaion that I know exactly which vertex ought to go in which direction) so that I can trace every animation step in the code and see where the problem is... extremely boring and time-consuming work but it helped...   ;  Hi.I to had the same error like fixed it but it was a long time a go. if you can find some of my post's the answer is in there i believe. hope that helps.I think I needed to add a extra transform.   ;  I've seen similar behaviour using Blender and ogre3d/cal3d. Now my answer may be wrong but this is how I understand it. When you rotate/scale somehting in a 3d app it doesn't move the vertices, mearly changes its transform, same for the bones. When you come to use the model in your game then it behaves weird. The solution (at least for me) is to remove all transforms for the base model and bones. That is the model looks just as you want it but with 0 position, 1 scale and 0 rotation. There should be some sort of functionality to do this in max (multiply out transformations).In Blender I select my object then go Object->Clear/Apply->Apply Scale/Rotation. This applies the transformation to all the vertices and sets the transform to the  identity (well it keeps position unless I choose position). I do that once for my actual mesh(es) and then again for the bones and everything works well.   ;  Thanks all!Going to give it a go with a simple shape and then animate it and see if I can get it under control.Will try that thing with the 3ds max transform option aswell.Coming up with info on how it went when I'm done.Til then if anyone has anything to point out I'm open for everything by now :)*EDIT*Seems like it might have been something as simple as using "Reset XForm" in 3dsMax before starting to skin. Silly graphics people >_<[Edited by - rostigcykel on April 19, 2010 3:28:18 AM]