View Full Version : Max5 Skin Mod: Vertices flying to 0,0,0
DirtROBOT 02-16-2004, 02:57 AM This has happened twice now, I've got a skin modifier with a few AngleMorphs applied and spontaneously when scrubbing the timeline to check deformations, a few vertices will simply decide to stick to 0,0,0 and refuse to budge no matter what weight I give them (they are normalized, I checked...no double transforms to be seen).
Do I slap an EditMesh modifier on them and move them back to their rightful location?
Colour me frustrated...
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DirtROBOT
02-16-2004, 03:28 AM
Ok, I dug some more and found out it goes ballistic when I put a key at Frame 0 on my Thumb...then I remembered that my
Skin modifier's reference frame was 0...So I put the key at 1 and scrubbed...no issues...
I still don't know why keying the thumb would cause my knee verts to fly off to 0,0,0 but...its working (fingers crossed)
Let that be a warning to you newbies! (incl. myself, heh). Put keys on your Skin mod reference frame at your own peril!!!
DirtROBOT
02-16-2004, 06:19 AM
Well, it came back, so I saved off the weights using chugg's SkinTools (this along with BioSkin and SkinorDie have been completely invaluable, dont skin without them!).
Then I grabbed a pre-weighted file (save increments, save often!) loaded the weights back on, voila! No problems!
Extreme huge special thanks to the makers of the above plugins, you rock.
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