If you read the xml carefully (by using xml editor) you'll see that objdefault_2 is a child mesh of objedefault. In the past the number of bones in the skeleton was restricted to 35-40 and the only way to get a working model with huge number of bones was to split the mesh in submeshes and let them to use same skeleton. gmeshskelanim2 passes only the bones that are used by the model/submodel ( and their number must be <= 35 ). Now this is not necessary, but the old functionality is kept as it was. The limitation still exists for the GPU skinning. I have a working code that fixes that too, but i think the logic should be integrated in b2cs exporter (to avoid runtime rebuilding/splitting of the mesh). > hi, > > what does the objdefault meshfactory in kwartz model? > When I've removed it, then one of the arms disappeared, but I had > additional mesh on scene (which returned me undefined skeleton > pointer...). >
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