Using kwAnimation: I'm loading in .x files with 42 bones (using the Panda exporter), yet on compile the error states there are 84 bones. I'm stuck on trying to "fix" this issue. Any idea what to do here?
However, If I use the kw exporter, then the compile error is "there is already a key set" or something like that. I matched my model export exactly as shown in the png files in the readme.html for kw Animation. Any ideas on how to troubleshoot these issues?
If you open up the .X file
If you open up the .X file (in text mode), you may see double "Frame" entities for each bone. This could happen if you have helper dummies or rigid geometry attached to each bone, perhaps?
The actual loading of the mesh just uses the built-in XNA X file parsing, so if it says there's 84 bones, then that's what XNA thinks there is.
For the "there is already a key set" error with kW X-port, do you have multiple bones with the same name perhaps?