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View Full Version : Verts Collapsing for no Reason?


Joel Hooks
05-27-2003, 03:49 PM
http://www.irwinco.net/image/vertgoof.gif

I open my file and this has happened throughout my scene on Editable poly objects. Not all of my epolys, but a good number.

I went back through my incremental saves, and I see a lot of the same, however if I open the origina file that I built the object in it is just fine.

The only thing I have done is install the subscription extensions.

Any Ideas? This is very annoying. I would like to prevent it in the futrue :/

PokeChop
05-27-2003, 07:19 PM
Seems to be a bug in max5.1. I have grabbed some info from the Discreet webboard thread that describes the problem. Hope you can find something useful with the included info below unless somone else can add something here. Hope this helps.

The original Discreet thread link here... (http://support.discreet.com/webboard/wbpx.dll/read?43750,9)

"I use max5.1, found a bug that can be repeated. basically when you use setkey and edit poly. make any peice of geometry, convert it to edit poly, then select a few verts in subobject mode and without deselecting those verts come out of subobject mode. then make another primitive and then use setkey to give it a prs key at zero and as soon as you move the slider you should see the verts you selected on the first poly object collapse.

The hack fix is to make sure you deselect all the verts before you start using set key to animate but if there's a better fix please let me know"

"I heard yesterday that if you first turn on AutoKey, select all the
objects and transform them in someway, turn off Auto Key, then use Set Key, this problem goes away."

"Firstly, the vertices do not collapse in the traditional sense to a single welded vertex - the sub-object mode still shows the number of vertices selected as what were originally selected.

Secondly, when no object is selected and the set key is pressed and then the slider moved, the vertices still collapse.

Thirdly, when the slider is moved it gets recorded in the undo-redo set as "undo Move Frame Slider" and can be undone and redone."

Joel Hooks
05-28-2003, 12:50 AM
Ya, I found that. They've been aware of the bug for some time and it's easily repeatable. They just cost me like 10 hours with this damn thing :/

I don't know what possesed me to give set-key a try. Live and learn!

visualboo
05-28-2003, 01:00 AM
Jooollle :shame:




:beer:



stupid set key :)

Taoizm
05-28-2003, 03:59 AM
Since I actually love using the set key feature I was a bit miffed when the 5.1 update gave it a major bug. Luckily Discreet knows about it, and I'll have to assume that it'll be fixed in the next release.

Until then I've found that when in question if a mesh will collapse just set a key on frame zero. Even if you never animate the object after that point it seems to keep the collapse from happening (and is easier to do than making sure there aren't any verts selected.)

cheers

Joel Hooks
05-28-2003, 02:14 PM
In my opinion this bug deserves an immediate patch. It literally destroyed my scene. My terrain imploded, all of my train cars (100+), my vehicles that got hit by the train, and all of my buildings.

/sigh

Oh well, I am aware now and it's almost fixed.

powerwave3d
05-28-2003, 06:18 PM
This has happened to me on several scenes. Up until just now from seeing this thread I assumed I was just screwing it up somehow.
Luckily this time I didn't lose much work but it's VERY irriating to say the least.

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