Hi there, let me rotate the camera a fraction of a degree.
Where'd you go?!
Now I've had this bug plaguing me ever since starting out with TS (is that familiar?), rearing its' ugly head every now and then. Lately however, it seems to be much more common - basically every export I do has at least 1 node that glitches like shown above. This is starting to be annoying and rather counter productive. Now normally, I take the following steps, just before exporting, to counteract this glitch:
- Reset Xform on all objects.
- Collapse the trajectories on animated bits.
- Reset pivots, if possible (i.e. no other demands for pivot placement, such as with axles) I center them to the object.
- I believe Derek Siddle has also once given the tip of making a large box, that contains the offending node, attaching the node to it, and then deleting the box. On several occasions this has helped.
I must say that this is all hit and miss, and some objects, like the shy chap above, keep on glitching out even though I've repeatedly taken all the steps described above.
So what's the issue then? Well, if you're working with animated objects, resetting pivot points or Xforms is often out of the question as it will mess up the animation in 3ds max completely. Moreover, in my latest dabbling with character creation, resetting Xforms is impossible as it will mess up the skin modifier. So what steps can I take to prevent this bug from happening? Any clues as to what causes it, so I've got something a bit more descriptive to google for?
Or are my exporters just messed up?