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Moor Animation Funz

09-22-2006, 01:45 AM#1
Pheonix-IV
Alrighty, i make my model, i skin it, i put the bones down, all in the order the Art Tools documentation tells me to do it. Then i detach the pieces and start attaching them to bones...

Lo and behold, the texture co-ordinates for the pieces are totally screwed up, i mean completely and utterly screwed up. Am i doing something wrong?
09-22-2006, 02:17 AM#2
jigrael
never happened to me, anyways u could hav posted a pic
09-22-2006, 02:57 AM#3
ElTrauma
Detach the sections on the uvw as well, it happened to me once, but as jigrael suggested, post a pic or two of your error.
09-22-2006, 03:59 AM#4
Pheonix-IV
Before


After
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09-22-2006, 04:04 AM#5
ElTrauma
You were not exagerating one bit =p The only thing I can think of is what I mentioned in my previous post, each part that is detached on the uvw, must be detached on the actual model as well, which I am pretty sure it happens instantly when you detach something while uvmapping, to be honest I doubt that is the problem here, but you could always try.
09-22-2006, 04:36 AM#6
jigrael
mmm, are you using maxbones? maybe u r using ik chains? and thats the problem, try making an eskeleton out of primitives like spheres and link the mesh there set the properties of those spheres to bone and test it.
ElTrauma: I dont think thats the problem, uvs auto detach when u detach a part of the model.
EDIT: maybe u r not using the right animation control for the bones: u can use bezier or linear I think, check that too
09-22-2006, 05:38 AM#7
Pheonix-IV
I tried removing all bones, the UVW problems remained (ignore the bits of model flying everywhere, that's from the IK Chains)

As i just discovered, the detached pieces are NOT UVWMapped, the UV's for them didn't detach when i detached the mesh, in fact the UV's for the detached pieces vanished completely.
09-22-2006, 06:51 AM#8
jigrael
wow, dont know what could cause that, never happened to me, hope u hav a backup, if not theres a chance that an auto backup was saved, look into the autoback folder inside 3dsmax, it keeps at least 3 files for backup, has saved me hours of work when for some reason my 3dsmax crashed :P

BTW: Did u collapse the modifiers? maybe u added unwrap modifier then u didnt add another editmesh(or collapse the modifiers) and instead u went to the old editmesh modifier and detached the parts of the mesh there. Did u did that? if so then it makes sense that the detached meshes dont hav uvs at all.
09-22-2006, 07:42 AM#9
abriko
This only way to fix it is to show the .max ... i can just look at it and see immediatly the problem.
09-22-2006, 07:58 AM#10
Pheonix-IV
I do indeed have backups, i keep several ever since the robot incident.

I think the problem is collapsing the modifyers, how do i do that?
09-22-2006, 08:36 AM#11
abriko
Does it the "uncollapse" or collapse because i think there is no need to collapse :/
If you are on msn, i can look at now ( [email protected] )
09-22-2006, 11:44 AM#12
Pheonix-IV
Thanks for the offer Abriko, but Jig was right, i need to collapse the modifiers. Cheers to both of you.
09-22-2006, 02:44 PM#13
jigrael
in fact its not needed to collapce them, but it seems u didnt add a second editmesh n instead u went back to the older one, to avoid those posible problems I collapce them when I can n I think it saves memory too :P