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Skin mirroring always red
show user profile  Mr_Stabby
I've ran into this one before, some bug where no matter how perfectly lined up bones are, they always show red in mirror mode in skin.

Well, not it hit again. started with toes. I checked and there was indeed a 0.001 difference in the z axis. Fixed it but it still wouldn't turn green. Restarted max and reloaded the file, bam the entire legs are now red, lol.

There was some way to fix it but I don't remember how, anybody know?

read 320 times
3/21/2015 12:45:27 AM (last edit: 3/21/2015 12:45:27 AM)
show user profile  herfst1
Have you mirrored bones (in the skin modifier)? That might help.

Else, it's a case of duplicate your model, reset xform, skinwrap the skinning data from the original and go from there.
read 306 times
3/21/2015 6:45:23 AM (last edit: 3/21/2015 6:45:23 AM)
show user profile  Mr_Stabby
I tried mirroring the envelopes, it didn't do anything. Also the modifier doesn't seem to matter, I can make a new box, put skin on it with just the toe bones and they still show up red.

read 304 times
3/21/2015 7:05:22 AM (last edit: 3/21/2015 7:05:22 AM)
show user profile  herfst1
If you want to send me your scene I can test what's happening. I have max 2014 and 2012.

nicholas dot herfst at yahoo dot com.
read 302 times
3/21/2015 7:41:37 AM (last edit: 3/21/2015 7:41:37 AM)
show user profile  Mr_Stabby
No can do, official business :| There was a simple solution though, I remember posting the same problem years ago right here but cant find the darn post.

read 300 times
3/21/2015 8:22:17 AM (last edit: 3/21/2015 8:22:17 AM)
show user profile  herfst1
Okay... what about naming? Are your bones nicely named (no duplicates)? Think it could cause issues if you have two "toe_l" bones. I could be wrong, but I seem to remember having this issue once years ago.
read 295 times
3/21/2015 9:57:13 AM (last edit: 3/21/2015 9:57:13 AM)
show user profile  Mr_Stabby
Got really suspicious when after I made new bones (with same transform) and new mesh and new skin and it still wouldn't snap. Turns out it was the bone rotation, even though the bone orientations were mirrored (instead of their y dimension inverted but this happens either way) it didn't see them as such. Rotating in 1 or 2 dimensions was OK but as soon as i brought 3rd into it it went poop.

Anyway, i just changed the bone rotations to 1 dimensional rotation.. doesn't really matter to me what direction they are facing.

read 263 times
3/25/2015 2:26:26 AM (last edit: 3/25/2015 2:26:26 AM)
show user profile  herfst1
In the future, Stabby, use "bone tools." Pretty sure you have to go to "customize toolbars" (or whatever that menu's called) and set it up to appear in the "character" tab at the top (that's how I did it, maybe it's already there in max2015). It's got a bone mirror function that works properly.
read 253 times
3/25/2015 6:02:28 AM (last edit: 3/25/2015 6:03:38 AM)
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