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NAN scale values in mocap data

NAN scale values in mocap data

Anonymous
Not applicable
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Message 1 of 4

NAN scale values in mocap data

Anonymous
Not applicable

Hey my dudes

 

I'm getting NaN values in the scale of my mocap data. Weirdly I can see the NaN keys in the animation graph but I can't select to delete them:

 

m1hilQ4

 

There's a fair bit of this scattered around my data and I want to bulk-fix it. I've tried a constraint but that didn't help and I can't use an override anim layer because that overrides everything.

 

It's causing major havoc with my scene - when a bone goes NaN my character disappears.

 

How can I fix this?

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Accepted solutions (1)
1,601 Views
3 Replies
Replies (3)
Message 2 of 4

Calebos
Advocate
Advocate

Hey Antidamage,

 

 this is really weird and ugly bug(shame on you, Autodesk!) But you can solve this very dirty way. We discovered this by solving it with impossibility to open .ma scene correctly(Maya is very stupid software because when it faces anything what is not understandable it stops with all activity so it does not continue with building the scene[simply very badly coded ascii structure] ...).

So:

 

1. save your scene in .ma format.

2. open your .ma scene in any kind of text editor(wordpad, etc,. ...)

3. seach any setAttr commands with nan values

4. REM all lines with these filthy values and save the scene with different name

 

Dirty but many time succesful method ...

 

 Good luck.

Message 3 of 4

Calebos
Advocate
Advocate

I am sorry,

 I did not see the "animation" issue with scale channels. Did you try to delete connections in the Hypergraph?

Just select the joint and go to menu Windows: Hypegraph: Connections and there you sholud see the connections between scale channels and animation curves. You can select these lines/connections and delete them.

Message 4 of 4

Anonymous
Not applicable
Accepted solution

I've never tried the hypergraph before, I'll give it a go.

 

I did end up finding a way to fix it, and like you said it's crazy:

 

1. Select the entire skeleton in the outliner

2. Holding shift drag across where the bad frames are in the timeline bar

3. Right-click and go "delete".

 

So even though you can't select them in the curve graph, you can wholesale delete the bad frames, and that fixed it. But that'll only work as long as there's no data you do want on those frames. I got lucky and that was the case for me.

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