Game Development Stack Exchange is a question and answer site for professional and independent game developers. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

I create a butterfly model in 3ds max with some basic animation, however trying to export it to .FBX format I get the following exception.. any idea how i can transform the wings to be orthogonal..

One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes. This can create an inaccurate appearance with the affected objects: -Right.Wing

I have attached a picture for reference . . .

Butterfly 3D model

share|improve this question

I think the error message implies that you performed scaling on some of the bones.

You could try to do an XForm reset on the bones and/or reset the scale of the pivot from the Hierarchy panel. (I don't rig much though, I don't know if either of these will work as intended for bones)

If that doesn't help, I suppose you can try to recreate the bones and make sure not to scale them after creating them.

share|improve this answer
The problem now is if i try to scale them again the skin is attached n gets stretched too . . Is there any sure shot way that the next model i would create will work in XNA? – Sweta Dwivedi Sep 25 '12 at 12:16

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.