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3ds max skin modifier distorting and/or re-translating mesh. (Forums : 3D Modeling & Animating : 3ds max skin modifier distorting and/or re-translating mesh.) Locked
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mikejkelley
mikejkelley Dream Caster
Dec 9 2013 Anchor

Youtu.be

In the video above the mesh's translation and scale is messed up after adding bones.

The issue seems to be the pivot point. In order to have the animations sync spatially w/ the character after import into Unity, their mesh pivot points need to be the same (0,0). The problem is that (in max) any change to the mesh's pivot point creates an offset once the skin modifier is applied (my troubleshooting was thwarted by the fact that the offset re-occurs even after you delete the modifier, re-center the pivot point, and reapply the modifier!).

I need a way to ensure that the mesh won't be offset after applying the skin modifier and adding bones.

Dec 9 2013 Anchor

the pivot can do this , A simple Fix :

Select your BASE MESH : export it as an OBJ and please don't ask me why.

Save your obj somewhere and Open it up separate , fix your pivot and make sure the pivot is at 0,0
Save it as a MAx File : and merge it with your bones scene.

Apply your modifier to the object imported and your file should be fixed.

--

Stress is when you wake up screaming & you realize you haven't fallen asleep yet.
Don't force it, get a larger hammer.
I tried to daydream, but my mind kept wandering

Dec 10 2013 Anchor

Reset the pivot, you can either group the mesh, or manually reset the pivot on the bones, using a pose has also worked for me in the past otherwise do as the spalt said and import the model again.

Dec 11 2013 Anchor

...Why no simple Reset XForm on the mesh ? doesnt that work ?

Utility panel => Reset XForm => [Select your Mesh] => Reset selected

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