Did you hardcode the engine to limit 17 bones per skinmesh?
ShadowM
Member Posts: 573
Subject says it all. I have tested skinmesh with 18 bones and they have compiled and do not cause crashes. I just think it would of been nice if you let us know. I guess the professional Team of DLA has done the same thing Halaster model has 18 bones and now has a third foot in it model in EE version. I left a message in CC forums so people can check their skinmesh models and fix them.
Post edited by ShadowM on
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It certainly appears that there is a 17 bone limit on skinmeshes now; any bone beyond that is ignored by the engine. I've tested and reliably duplicated the issue, but I haven't seen any comment on whether the team is aware of the problem or not. I haven't been totally attentive on the boards of late, so if there's something I've missed that renders this old news, I'd appreciate being pointed in the right direction.
http://blog.beamdog.com/2018/12/december-14-2018-livestream-recap.html @Ancarion