Biped object is moving while the model NOT

Oct 24, 2009 at 1:31 PM


I use 3ds Max 8 to animate the leg of the famous model (The Baby-you know the dancing baby) I just made the leg move for a test using a went ok and the baby moves...

ok now when exporting to X file...and loading it in XNA 3 using the animation component..and making the animation run, the bipe (which I did not hide it) moves as expected while the baby model is static not moving

why is that?????

I use Pand Directx exporter....

I read most of topics in this forum about animation and no topic is like this case....

note: I am not choosing "Bones" when exporting because if I chose "Bones" choice the XNA3 can not read the file and give me the error:

"an Item with the same key has already been added"

and when I uncheck the "Bones" choice ..the bipe moves while object does not....

I tried to use both Physique and skin animation...they both give the same result...


Please help me in is a college project..and this seems the only problem which if I solve it project will be done in a minute...

Thanks..and any source code if you want I can upload it...


Oct 26, 2009 at 1:00 AM


Unfortunately this project is long dead - I have no idea why your using it.

I like to try to help with what problems I can, but this one is a little beyond me. It sounds like a problem with your model, and I don't have 3DS Max :D

Also, almost no one who probably would know comes around this forum anymore.


I suggest you take a look at some of the other libraries (e.g. XNAnimation and KiloWatt).

Just in case it is a coding problem, could you post it?



Jan 9, 2010 at 3:22 AM

With 3ds Max & animated models I suggest:

Biped + skin modifier

be careful, 1st apply the UV modifier & IN THE END do the skinning.
Export as FBX (u can even embed textures with the exporter, it comes included with 3DsMax).

This worked for me with 3DsMax 9. I found it better to work with FBX when the model is animated & with X when it isn't.

Hope this help :)
Good luck!

Feb 26, 2010 at 4:25 AM
Edited Feb 26, 2010 at 4:26 AM

I've just run thru your same, exact problem!!!!!!!

It's a damn bug in the library!!!!!!!!!!!
I spent like 3 or 4 hours! It's nonsense!!!!!!!!

It's as easy as...:
In XNA, select the model -> Properties -> Content Importer -> "X File - XNA Framework"

That's it...
U have to export with "bones" on in 3DsMax (Panda). I updated the last Panda (i'm using 3DsMax 9, so the last panda for this version).

-apply "Skin modifier". Paint weights in every bone.
-Leave only "Skin" & "Editable mesh" in the stack. Skin must always be in the top (so first UVW, Smooth, etc). When u are done, "Collapse to" all that's below "Skin" (DO NOT COLLAPSE "SKIN"!!!)
-Do not hide bones
-In Panda, enable "bones", "mesh definition", "materials", "include animations", "geometric", "dummy", "mesh normals", "mapping coordinates", "vertex colors". Be sure to select "Position, scale & rotate", "sub frame hierarchy", & "left handed axis" (careful in this last one as sometimes it doesn't pay attention to your choice: uncheck it & check it again -it kinda doesn't internally update the checkbox state if u just click it once).

Sorry for bringing the solution kinda late... but well, i hope it's useful to someone!
Good luck, & feel free to contact me!