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uvw/skin modifier stack order resulting in broken biped animation and texture problems #192

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
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.

Original issue reported on code.google.com by matter...@gmail.com on 19 Oct 2012 at 9:25