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Anybody know a workaround for the DQ skinning bug?
So max recently got DQ skinning and obviously the implementation is half assed and bugged. Basically, whenever you remove a bone that changes the indices of the remaining bones, something borks up on the DQ side and you get messed up transforms (pretty easy to replicate, just skin a mesh with 3 bones and add them in the order 1 3 2, weight 1 and 2 and remove 3, bam). The only fix I've found is to recreate the skin modifier and load the weights from the old one. Of course you cant save/load or otherwise manipulate DQ weight data(from maxscript for example) in any other way than painting or assigning the weights so you have to completely redo that even though it has nothing to do with bones.
so.. anything you guys can think of?
EDIT: nvm, figured it out. There are undocumented skinOps methods
getVertexDQWeight < skin > < vertexID >
setVertexDQWeight < skin > < vertexID > < weight >
they dont update visually before reselecting the modifier but they work so you get to write your own copy/paste
read 465 times
3/19/2015 5:30:02 AM (last edit: 3/19/2015 5:59:53 AM)
Sounds like the kind of thing that you shouldn't have to do ie bug that shouldn't be in a final product and you having to fix it :/ Good job though..
read 439 times
3/19/2015 11:59:53 AM (last edit: 3/19/2015 11:59:53 AM)
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