Issue 192 in opencollada: uvw/skin modifier stack order resulting in broken biped animation and texture problems

4 views
Skip to first unread message

openc...@googlecode.com

unread,
Oct 19, 2012, 5:25:34 PM10/19/12
to opencolla...@googlegroups.com
Status: New
Owner: ----
Labels: Type-Defect Priority-Medium

New issue 192 by matter...@gmail.com: uvw/skin modifier stack order
resulting in broken biped animation and texture problems
http://code.google.com/p/opencollada/issues/detail?id=192

What steps will reproduce the problem?
1. Placing any modifier above Skin in stack breaks biped animation
2. Placing UVW Unwrap (multiple diffuse textures) below Skin in stack shows
only the texture contained in MatID 1 (multiple diffuse textures export
fine before Skin is added)
3. Instancing the diffuse texture to Self_Illuminated texture slot will
make the problem texture show up, (though over-bright even with a value of
0)

What is the expected output? What do you see instead?

-When I export a biped-animated character with multiple MatIDs and uv
textures, only the texture in MatID 1 shows up correctly. This problem only
occurs AFTER the Skin modifier has been added. The textures can be made to
show up correctly if I add a UVW Unwrap modifier above Skin, but then the
animation does not work. In fact, any modifier that is placed above Skin in
the stack seems to break the biped animation.

What version of the product are you using? On what operating system?

-OpenCOLLADA_3ds_Max_1.3.1_x86 (Windows 7, 64-bit, Max 2011)

Please provide any additional information below.

-I must clarify that both these problems occur when importing the .DAE
files into our proprietary render engine. However when I try to reimport
the files into Max, only problem #1 happens. I cannot seem to reproduce the
texture rendering problem within Max itself. However, it does appear that
modifiers above Skin in the stack tend to break Biped animation, and if
this problem were to be solved, it would also allow me to work around the
texture problem, which may well be an issue with our render engine.



Reply all
Reply to author
Forward
0 new messages