Maya Export? or XNA error

Nov 8, 2011 at 9:28 AM

what should I do to export an animation from maya??

because now as I export it normaly to fbx in XNA I get error

Error 1 Building content threw AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.   at Microsoft.Xna.Framework.Content.Pipeline.FbxImporter.Cleanup()   at Microsoft.Xna.Framework.Content.Pipeline.FbxImporter.Import(String filename, ContentImporterContext context)   at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetDirectly(BuildItem item, String importerName)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAndLoadAsset(BuildItem item, BuildItem requestingItem)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetViaCache(BuildItem item, String importerName)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)   at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()   at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary`2& dependencyTimestamps, KeyValuePair`2[]& warnings) C:\Users\Robert\Downloads\XNAnimation_0.7.0.0_BETA3\XNAnimation Samples\Samples Content\Content\Models\test.fbx Samples Content

as you can see used orginal code, only substituting the model.


Nov 8, 2011 at 7:24 PM

ok i export fbx 2010 

but now i get 

error: Mesh pCube1 has a geometry that does not have a skinning blend weights channel. C:\Users\Robert\Downloads\XNAnimation_0.7.0.0_BETA3\XNAnimation Samples\Samples Content\Content\Models\test.fbx Samples Content