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Home/ Questions/Q 8803565
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Editorial Team
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Editorial Team
Asked: June 14, 20262026-06-14T01:22:15+00:00 2026-06-14T01:22:15+00:00

I have a problem that XNA 4.0 is not displaying a 3D FBX model

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I have a problem that XNA 4.0 is not displaying a 3D FBX model correctly.

A friend created a model and when I open this in FBX Viewer it displays it correctly
https://docs.google.com/open?id=0B54ow8GRluDUYTBubTQ4bjBramM

But when I load it into XNA and click run, it displays as
https://docs.google.com/open?id=0B54ow8GRluDUSE14TWMxcnBJWWc

The code that i have for the drawing is
foreach (ModelMesh mesh in model.Meshes)
{
    foreach (BasicEffect effect in mesh.Effects)
    {
         effect.Projection = projection;
         effect.View = view;
         effect.World = Matrix.CreateScale(1.0f) * Matrix.CreateRotationX(90) * Matrix.CreateTranslation(position);
         effect.EnableDefaultLighting();
     }
     mesh.Draw();
 }

Any help to fix this will be very much appreciated.

Thanks.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-14T01:22:16+00:00Added an answer on June 14, 2026 at 1:22 am

    Each mesh has a bone… and you should use it to position the mesh in the right place… this code is from Microsoft

    private void DrawModel(Model m)
    {
        Matrix[] transforms = new Matrix[m.Bones.Count];
        float aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
        m.CopyAbsoluteBoneTransformsTo(transforms);
        Matrix projection =
            Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),
            aspectRatio, 1.0f, 10000.0f);
        Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom),
            Vector3.Zero, Vector3.Up);
    
        foreach (ModelMesh mesh in m.Meshes)
        {
            foreach (BasicEffect effect in mesh.Effects)
            {
                effect.EnableDefaultLighting();
    
                effect.View = view;
                effect.Projection = projection;
                effect.World = gameWorldRotation *
                    transforms[mesh.ParentBone.Index] *
                    Matrix.CreateTranslation(Position);
            }
            mesh.Draw();
        }
    }
    

    You can found it at http://msdn.microsoft.com/en-us/library/bb203933(v=xnagamestudio.40).aspx

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