skinning problem on 3DsMax 2021.1

skinning problem on 3DsMax 2021.1

Anonymous
Not applicable
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Message 1 of 5

skinning problem on 3DsMax 2021.1

Anonymous
Not applicable

I have a skinning problem on 3DsMax 2021.1:

I’ve worked for a long time following a specific pipeline. However, since this update something went wrong.

When I worked on 3DsMax 2020, then 2021 without any update, everything worked fine.



In 3DsMax 2021.1, when rendering a skinned and animated model, some vertices get out of the geometry without anything telling them to do so.

To analyse the problem, I added a simple skin to this mesh: all vertices are attached to a bone in the leg, except those in the forearm:


Annotation 2020-08-26 100659.png
Annotation 2020-08-26 100636.png

In the viewer, everything seems to be OK.

But when rendering, vertices go out of the geometry.

 

Just to be sure, I exported this skinned and animated model in 3DsMax 2020.

Here is what is displayed in the viewer:

Annotation 2020-08-26 100748.png

The deformation does match with the one I get when rendering.

Some vertices have a weight that I didn’t give them (see screenshot above): they are supposed to be attached to the leg.

 

Was there a modification of the way weight is handled in a skin in the last 3DsMax 2021 updates?

Is there a way to fix this?

 



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Accepted solutions (1)
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Replies (4)
Message 2 of 5

ads_royje
Alumni
Alumni

hi @Anonymous ,

 

sorry to read you are having this issue.

 

Would it be possible for you to share the problematic file ?

 

Thanks ahead!
Regards,

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Message 3 of 5

Anonymous
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Here it is :

https://we.tl/t-TKHOULqas0

Thanks for taking a look !

Message 4 of 5

ads_royje
Alumni
Alumni
Accepted solution

Hi @Anonymous !

 

thank for your file! 
I am able to reproduce the problem!

From what I looked at, it seems to be some sort of editable poly corruption.
To resolve the issue
1 below Skin modifier

2 add and Edit Mesh modifier
3 then add a Edit Poly modifier
4 with Edit Poly modifier selected (still below Skin)

5 right-click > Collapse To
This step to edit mesh and back to edit poly is converting the mesh data to mesh and back to poly will get ride of the corruption.
Then the export will be as expected.
In Max 2021.1 and imports in 2020.3: https://autode.sk/2QyxZ3e

Let me know if this works on your side also,
Regards,

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Message 5 of 5

Anonymous
Not applicable

It worked !

Thank you for your time and help 🙂