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Morbid Angel
09-25-2003, 05:52 AM
hay all... im working with this model right now and got to a part of rigging. I used skin modifier did the rigging painted weights and all that. Then gave this model to animators and they came back to me saying that skin was stretching as if some of the vertexes were not parented to anything. But in the viewport everything looked fine, only thru rendering you could see that...
its a weird bug did anyone else encounter this>?

erilaz
09-25-2003, 07:16 AM
This sort of thing can happen for a variety of reasons. Here's a few that have come up for me:

1) The render iterations on the subdivisions (either meshsmooth or poly sub-d's) is different to the display subdivisions. This can result in extra subs not being mapped to the skin.

2) The skin modifier has rigid/deformable display options. If you're using the default skin modifier then this shouldn't be a problem though. You can get an issue with CS Physique where you rig the mesh in rigid display, but it's set to deformable in render-mode.

3) The mesh has been altered after animation has begun. Sometimes you can get vertex annomalies if you alter the mesh after some of the rig has been keyed.

Um... these are the ones that come to mind at present. Have any of these occured?

Morbid Angel
09-25-2003, 08:41 AM
yeah i applied standart max 5.1 skin, and no there was no animation on the object...it was like when you are testing to see if all vertex are bound to the bone in view port you would move the bone and those which are'nt will stay and stretch the mesh, we have this effect only when rendering....its beyond me why it happened that way

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