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Hi, Neil
I think you need to switch your shadow setting. If you select "Drop Shadow", you will find the shadow can not be on the surface of the 3D Scene. You should select "Self cast shadow" (available in pixel shader).
Drop shadow

Self case shadow

Thanks Visconti
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How about an easier way to import textures with the models, including imbeded textures. Also the ability to create custome bones and assign them to imported models before exporting to iClone, to use the motion library already built up.
Sifr Allah
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Slim Bellied Foals.
  Before editing. After editing. The Horse pack is stunning. When minimising the Horses to make a Foal their bellies are too chubby.  A slimmer small horse would be of benefit. It's not a crisis, I can get by but.... Just food for thought. (P.S. Jason... Re: Shadowing. The peculiarity only happens in the world wilderness woodlands scene on the outskirts regardless of Drop or self cast. Again, it's not a crisis at all, more of a curiosity regarding the evolution of Shadow generation. The workaround is simply to drop the whole 3D environment a few clicks and the shadows are fine again. ) 
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Hi, Sifr
Do you mean "import texture with models" or "import model with textures"? I am not quite sure what texture with models mean. Any further info?
With regard to the custom bones, I think you can make it in the next version. As I know, you won't have to follow our white paper with the offered Max template to create characters for iClone in the future.
Thanks Visconti
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| Hi Visconti, That's great to hear about the new features added to 3d Xchange. What I ment to had said wuz models with textures included,including if any, animated procedurals, because a lot of my models import into 3d Xchange as meshes even though the the textures are included in the files as .jpg or uv textures. When I load into other 3d programs I can apply the textures to the mesh.
Sifr Allah
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Hi, sirf
Do you mean that...you can preview the motion after you one click on the icon in the motion template panel?
Regards Visconti
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| Hi Visconti... I've been modeling here for a while and I don't know if I covered this previously but in v.3 or ahead is it a possibility that we can actually choose where the Central axis is on the architecture. For example, some blocks as standard inside iClone have a direct central point as their axis. Spheres and etc. Door Axis etc: Others, like the Door in the house architecture has an edge axis so that it rotates on this exactly as a door would. (So invaluable.) Merging and thereafter selecting central axis: After merging props and objects it would be superb if we could choose where the central axis was for the grouped/merged items and/or decide where we want the created object to rotate from, or, from what plane. I know many promote the element of external software making such changes but I can't see any promotional disadvantage to iClone actually incorporating this important and necessary facility within its own capabilities.
Your thoughts?  Armstrong
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