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Annoying Bug in SkinOps in 3ds Max 2014

14 REPLIES 14
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Message 1 of 15
lightcube
1890 Views, 14 Replies

Annoying Bug in SkinOps in 3ds Max 2014

I have not yet isolated which method of SkinOps is broken, but I spent around 4 days in the last two weeks trying to troubleshoot a script problem in Max 2014 that turned out to be wasted time. My code wasn't broken... because I reverted back to Max 2013 to test the code that had been working all along and it works.

 

I have to delve into it to find out specifically which method is broken, but essentially it is one of these methods:

 

skinOps.GetVertexWeightBoneID

 

or

 

skinOps.GetBoneName

 

My bet goes to skinOps.GetBoneName because of the integer you pass to determine the bone name based on the bone listed in the Skin UI or the parent bone ....

 

Will test more later today when I have time to figure out which it is.

 

In either case, if others can test this in Max 2014 with a bonesystem applied to a skin mod... and if having same problem... PLEASE report the bug to AD.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
Tags (2)
14 REPLIES 14
Message 2 of 15
lightcube
in reply to: lightcube

It is definitely a BUG in skinOps.GetBoneName

 

I'm attaching a MAXScript that demonstrates the problem.

 

Running this script provides this info for a model in Max 2013:

 

Skin:Skin
###############
Vertex: 1
Nth Bone Id: 1
System Bone ID: 4
Bone Name: Bone021
###############
Vertex: 2
Nth Bone Id: 1
System Bone ID: 3
Bone Name: Bone020
###############
Vertex: 3
Nth Bone Id: 1
System Bone ID: 4
Bone Name: Bone021
###############
Vertex: 4
Nth Bone Id: 1
System Bone ID: 3
Bone Name: Bone020
###############
Vertex: 5
Nth Bone Id: 1
System Bone ID: 2
Bone Name: Bone019

 

 

 

But the same model and script does this in Max 2014:

 

Skin:Skin
###############
Vertex: 1
Nth Bone Id: 1
System Bone ID: 4
Bone Name: BoneM00
###############
Vertex: 2
Nth Bone Id: 1
System Bone ID: 3
Bone Name: Bone028
###############
Vertex: 3
Nth Bone Id: 1
System Bone ID: 4
Bone Name: BoneM00
###############
Vertex: 4
Nth Bone Id: 1
System Bone ID: 3
Bone Name: Bone028
###############
Vertex: 5
Nth Bone Id: 1
System Bone ID: 2
Bone Name: Bone026



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
Message 3 of 15
lightcube
in reply to: lightcube

I'm attaching a zip file with a sample scene with four random test objects using Skin to demonstrate the problem.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
Message 4 of 15
noerror
in reply to: lightcube

bonename = skinops.getBoneName skinmod bid 1

 

=> (YOU WILL NEED SORT A LIST OF BONE IN 2014)

 

numBones = skinops.getnumberbones skinmod
for i = 1 to numBones do
(
append boneArray (skinops.getbonename skinmod i 1)
)
sort boneArray

 

AND

 

name = boneArray[bid]

 

 

Message 5 of 15
lightcube
in reply to: noerror

Thank you for that input. Since this is not documented in the MAXScript docs and is a major change in how skinops works form the past, this is definitely a bug.

 

I will test your suggestion tonight and hopefully it works. But I hope AD reverts to the documented results soon... as I really hate making if... then blocks checking for appversions, etc. It reminds me of Web development in 1999 and worrying about IE4, Netscape navigator and random Joe.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
Message 6 of 15
Anonymous
in reply to: lightcube

Thx for the possible fix. We have the same problem and are implementing the code in our exporter.

Message 7 of 15
Anonymous
in reply to: Anonymous

Oke, it works as far we can see. But the default sorting of 3ds Max does something special with case-sensitivity.

 

We fixed that with a custom sorting, so that case-sensitivity is used:

 

[code]

fn sortFix s1 s2 = stricmp s1 s2


qsort mybones sortFix

--where mybones is the list of bones.

[/code]

 

 

Message 8 of 15
lightcube
in reply to: Anonymous

I didn't take the time to investigate. What is the special sorting that you are talking about?

 

Let's hope this is simply erased in a hot fix or service pack.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
Message 9 of 15
Steve_Curley
in reply to: lightcube

stricmp - it's a case-insensitive comparison function built into Max. Actually it converts both string parameters to lower case then does a normal comparison of the strings returning 1 or -1 if the strings are unequal, or 0 if they are equal.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

Message 10 of 15
Anonymous
in reply to: lightcube

So finally it will sort the list without case-sensitivity. Like this:

 

a, A, b, B instead of a, b, A, B (this is how the default sort function works)

 

What you need is an a-A-b-B-c-C sorting.

 

Sorry for the the misunderstanding. English is not my first language.

Message 11 of 15
larryminton
in reply to: lightcube

When the list box became sorted, it caused some inconsistencies. From the subdoc that attempted to fix these inconsistencies:

 

It seems like the new changes to allow sorting of bone names in the skin 
modifier's bones list have broken the getBoneName function. 
The bone name returned is using the item number in the UI bones list and 
not the actual bone id. skinOps.getVertexWeightBoneId is also affected by this. 

This behavior is not compatible with older behaviour, and doesn't make sense - it doesn't make sense that if the user changes the order of the list in the UI, the returned bone id would change. 
Loading envelopes from ascii file using the save/load functionality in the advanced parameters rollout (when using .envAscii) also doesn't work, and seem to be the result of the same behavior. 

 

Per the description in MAXX-6725 and the comment in line 249 of CommandModes.cpp, nn  skinOps.GetBoneName <Skin> <bone_integer> <nameflag_index>,
the second parameter bone-integer should be bone id not the id in the list box.
In the Max2011, there is no sort in the list box and the bone id is corresponding about the id in the list box.
But in the Max2012, the list box is sorted at the beginning of adding bones. so the bone id does not correspond with the id in the list box.
Here we give two implementation: getBoneName and getBoneNameByListID. The former one is acoording to the bone id and the last one is acoording to the id in the list box

 

So, since skinOps.getVertexWeightBoneId returns the list box id, you should use skinOps.getBoneNameByListID to get the associated name.

 

I'm checking now whether there should be a skinOps.getVertexWeightBoneID and a skinOps.getVertexWeightBoneListID.  However adding getVertexWeightBoneListID and changing what is returned by getVertexWeightBoneID at this point would add a whole new layer of confusion when trying to use these methods in scripts that support multiple versions.

 

Larry


Larry Minton
Principal Engineer, M&E-Design Animation
Message 12 of 15
lightcube
in reply to: larryminton

Larry, I've already implemented the hack shared on page 1. But it is obviously not a good solution because it adds unnecessary code that checks for Max version (and I need to support older versions of Max).

Do you know if this is going to be fixed in the upcoming service pack?


Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
Message 13 of 15
larryminton
in reply to: lightcube

I'm checking to see whether the skipOps getVertextWeightBoneID method should be changed to return the bone sys id rather than the list id.

 

However, if you want your script to support 2014, then some sort of version checking is needed one way or another.  Here is the simplest check:

 

skinops_getBoneNameByListID = skinops.getBoneName
if (hasProperty skinops #getBoneNameByListID) do
 skinops_getBoneNameByListID = skinops.getBoneNameByListID
name = skinops_getBoneNameByListID theBone which

 

Larry

 

 


Larry Minton
Principal Engineer, M&E-Design Animation
Message 14 of 15
Anonymous
in reply to: larryminton

Great thanks for such a beautiful explanation!!!

I know that the Autodesk online help's hiding a lot of good features, but how can they skip so important details?!
They can't even figure out why SkinOps.GetBoneName doesn't return the bone node instead of its name, when <nameflag_index> = 0:
"If nameflag_index = 0 the node that holds the transform for this bone is returned; = 1 the name that exists in the list box is returned."

I don't know if it's a MXS bug(which must be fixed), or just a help page inaccuracy(which must be just deleted).

Message 15 of 15
lightcube
in reply to: Anonymous

Well that extra integer ( 0|1) isn't really the problem. The value of skinops.getBoneName no longer returns the same values it used to regardless of passing 0 or 1. In my opinion this is really a bug plain and simple. For the moment this thread gives work arounds at least.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti

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