| wtf's up with my max???? |
parkerfamily |
for some reason this keeps happening... it's only with objects from one scene.
at some point a bunch (like a couple thousand) of objects got rotated funny, which wasn't half bad, i just grabbed them all since they were all rotated to the proper position in edit poly, leaving their proper rotation 0,0,0 but now whatever i do to them when i switch between move rotate and scale they snap back to that position, scale and rotation they were in when messed up. unfortunately i've been relying on autoback, which works as long as you catch mistakes quickly, but i didn't see this in time.....
any ideas what the hell's going on?
also, when i close this scene/scenes merged with this scene/scenes with objects imported from this scene i get an error message that says something like default.UI not editable, check for appropriate write permissions.
edit: oh wow, forgot the jing
read 395 times 3/16/2010 3:41:34 AM (last edit: 3/16/2010 3:50:31 AM)
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K-tonne |
are they animated at all?
read 384 times 3/16/2010 4:02:31 AM (last edit: 3/16/2010 4:02:31 AM)
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parkerfamily |
nope, i've deleted all the keyframes off everything. even texture keyframes.... (for a burning wick on a cannon)
read 359 times 3/16/2010 6:06:07 AM (last edit: 3/16/2010 6:06:07 AM)
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Vivifyer |
in my experience it means max is just about to crash.. usually save and restart fixes it.
if not, try merging all ur objects into a fresh scene.
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read 350 times 3/16/2010 6:47:28 AM (last edit: 3/16/2010 6:47:28 AM)
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parkerfamily |
i've tried that, unfortunately no luck... removing the physx modifier has no effect either. same goes for colapsing their stacks.... especially since some of them are pf sources....
read 343 times 3/16/2010 7:20:01 AM (last edit: 3/16/2010 7:20:01 AM)
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Joey Parker Jr. |
switching between move and rotate or scale shouldn't make anything move. you could select everything and make sure there's no keyframes but I don't think that's it. I think your file is ferked corrupt. You might as well start over. It will be good practice. Or post your scene for someone to check.

read 317 times 3/16/2010 2:35:54 PM (last edit: 3/16/2010 2:35:54 PM)
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advance-software |
If max is fubar, you could try exporting to fbx or collada, then importing back in to a fresh max (restart) to keep some (probably not all) of your work.
read 308 times 3/16/2010 2:37:50 PM (last edit: 3/16/2010 2:51:15 PM)
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Zman |
Try selecting these objects (or at least the highest parent), and hitting UNLINK.
read 285 times 3/16/2010 2:57:31 PM (last edit: 3/16/2010 2:57:31 PM)
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parkerfamily |
will do zman, and i've tried exporting to 3ds, fbx, collada, and .obj (which not only didn't work, but triangulated my meshes...) also, all mesh objects were either primitives, or have been recovered from an old file i found in the recycling bin. now all i'm trying to save is 3 pf sources and like 40 forces.
read 257 times 3/17/2010 1:45:54 AM (last edit: 3/17/2010 1:45:54 AM)
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parkerfamily |
HAHA it worked! thanks zman! god what's horrible is i kept thinking maybe they were linked, but never took the 5 seconds to hit unlink since i had no idea what they'd be linked TO.... but now that i think about it they were all linked together and one object was on a path constraint.....
read 254 times 3/17/2010 1:48:37 AM (last edit: 3/17/2010 1:48:37 AM)
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Bolteon |
lesson learned spam boy, lesson learned...
-Marko Mandaric
------------------------------------------- . : m a r k o m a n d a r i c : . -------------------------------------------
read 242 times 3/17/2010 2:07:50 AM (last edit: 3/17/2010 2:07:50 AM)
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