Messed up geometry when opening saved Maya scene

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  07 July 2012
Messed up geometry when opening saved Maya scene

Hey everyone, I'm new to these forums, and also quite new to Maya, which is what I'm having a bit of trouble with.

I'm making my first low poly human in Maya 2013, and along the way a problem has developed; when I open the scene I saved yesterday, the geometry is all messed up. I've searched these forums and googled a lot, but can't seem to find a solution to this. I'm hoping someone here might be able to help me.

First picture is what my mesh looks like when I open it, and second picture is what my mesh looked like a couple of saves back. I noticed some weirdness starting to creep in a few saves back, but that was always easily corrected by removing a vertex and then undoing. That seemed to "fix" the mesh. Now it just stays distorted like this whatever I do. I'd be very grateful if someone could help me with this.

Edit: pics were not working. Here are the correct ones.

http://www.aeondesigns.se/mesh_messed_up.jpg
http://www.aeondesigns.se/mesh_ok.jpg

Last edited by frepp : 08 August 2012 at 10:56 AM. Reason: pictures not working
 
  07 July 2012
I can't see any images. Might want to try uploading them again.
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  08 August 2012
Sorry about the non-showing pictures, fixed now =D
 
  08 August 2012
Looks like the vertex order is getting messed up, I've had a similar looking problem but that was when the model was weighted. I would go back a version, delete history and re-save.
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  08 August 2012
I think your only hope is to open one of your previous saved versions, if you have any.
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  08 August 2012
Thx for the replies, guys.
I was afraid of that, so I did go back a couple of versions and started over again, and now things work fine again.

I don't know if I've just been lucky since then, but it seems that every time something like this starts to "develop", I have made sure to remove any "stray" vertices from the model. By "stray", I mean vertices that don't really have any use in the model. For instance a vertex right in the center of a flat quad.

As long as I just make sure to remove any unnecessary verts from time to time, this problem doesn't seem to arise anymore =D
 
  08 August 2012
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