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Picture of gmani
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I have several characters built of multiple polygons, on a suggestion, I added several to the object library for quick access to new scenes.

One of my characters, composed of something lke 25 separate objects and bones came out somewhat scrambled when I drug it to the new scene. Certain elements, such as hair, eyes, and neck objects had become rotated 180 degrees in the z plane, whereas the balance of the objects were correctly oriented.

This only happened with one of my characters, the other 4 I added seem to be fine. A couple of these characters are as complex as the scrambled one. Solutionn was deleting the character from the library, but I haven't tried loading it back yet.

Has anyone else reported or seen disoriented objects from a drag to scene operation where the object is complex?
 
Posts: 179 | Registered: Wed May 05 2004Reply With QuoteEdit or Delete MessageReport This Post
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I actually have seen this happen in the past. Was the original model created with a recent release of 3D Canvas?

Richard
 
Posts: 1468 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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Yes, Richard, all 3DC 6.505 I think. Oddly, it only happened with one model, the rest were as complex, and seem to be fine. The model that had rotated parts worked a couple of times before this happened. The other characted are as complex.

I may just try reloading the character to the librry, as it seemed to work for a while.
 
Posts: 179 | Registered: Wed May 05 2004Reply With QuoteEdit or Delete MessageReport This Post
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quote:
The model that had rotated parts worked a couple of times before this happened. The other characted are as complex.



I was just wondering if you were using ik or bones...because it has happened to me a few times before, not many. I was working on a character with ik once and same happened, played around with it for awhile and then it all messed up and I couldn't get it back right again Frown lucky I save the file under different names quite often Big Grin I could never figure this one out.... Have you checked all the pivots?
 
Posts: 334 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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indeed, it was a character with IK Bones, and like you, I've learned to save files at various stages. The model that I loaded into the library seems to be uneffected in its own file scene, but 'transported' through the library came up squirrely.

Pivots?? Ok, new one on me, how do I check pivots?

One interesting thing, though, the unit central to the rotation error was also the root object, around which everything else is a child to without IK. Thus, when I try to rotate the imported misconfigured objects back into place in their new scene, it drags a number of other objects with it that were originally in the correct place.
 
Posts: 179 | Registered: Wed May 05 2004Reply With QuoteEdit or Delete MessageReport This Post
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What I mean by pivots is, where the object or bones join together. If these are not set up correctly strange deformations can happen....I think this is what happened to me Confused
 
Posts: 334 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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in this case there are several objects, such as an elongated sphere for the forearm, one for the upper arm, etc. The bones are the stock homonid bones structure that came in the 3DC ibrary, no additions.

I think one thing that could be spoilng the pudding is that I've been having a little trouble getting individual objects to assign to the right bone. For instance, the upper arm bone, when opening the skeleton properties, seems to want to assign to the torso, or to the forarm. I wind up trying to move the object around within the bones hyrarchy, but I sometimes have to make a mismatch for the bones field of influence to match the object (such as assigning the forarm object to the upper arm)

Of course, this may not be the problem, but another anomaly I've run across. I have found it simpler to use a single or few object(s) built to suit an entire skeleton, however these characters are purposfully built to look 'simplistic', which actually makes them harder to deal with.
 
Posts: 179 | Registered: Wed May 05 2004Reply With QuoteEdit or Delete MessageReport This Post
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