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View Full Version : Skinning : Broken Modifier ?


makkbru
04-28-2003, 06:58 AM
hi...
i have made a polygon character with a skinn modyfier. I edited some of the envelopes and then i found out i had to change some of the vertices in the edit mesh modyfier under skinn inn the modyfier-stack. i did this, but after that the skinn modyfier stopped working... (the mesh did not deform when i moved bones)...
anyone know how to fix this problem?
please help im going cracy!!!:annoyed:

michaelcomet
04-28-2003, 12:55 PM
That's normal. Almost all modifiers rely on point count for storing information, like vertex weight. ie: vertex #1 has this weight to these bones...and so on....

If you change the point count BELOW the skin modifier, then you will effectively break deformation information. This is the same with morpher, and why morpher relies on targets having the same # of points etc....

I believe Max 5 has the skin modifier now try to keep working and update properly even if it changes, auto-reinterpreting point weights for the changed vertices...but not sure.

Chances are you will have to remove and then redo skin again. Typically if you ever do a model change, you save the point weights out of skin using the new max 5 skin saving tools or using a free max script to do it, like bone-tools or bone-daddy or whatever it is called, and then remove skin, change the model, then readd skin and reload the weights.

makkbru
04-29-2003, 09:32 AM
thanks...
... i will go and knock my head against the wall... and then start editing those damned envelopes. again!!! :buttrock:

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