I’m working on a problem where a mesh is breaking in-engine once rigged. It’s very specific to this mesh and the problem is mirrored across the model, as I would imagine the model having been mirrored as well.
This leads me to believe it might be bad mesh data, or at least mesh data that isn’t playing nicely with the engine/hardware. Possibly an issue relating to the vertex ordering.
If I wanted to reset the mesh to something basic, rebuilding the mesh data and hopefully clearing out any anomalies, what would be a good way to do that using maya as the art package?
Possible options I’m considering are exporting to a format like OBJ or combining the mesh with a primitive, deleting history, and deleting the primitive from the new mesh.
What kind of errors are you getting? Is it only in-game? Is it only when animations are played on it?
This kind of stuff will help in finding out what the real problem is and then providing a solution. Otherwise, I’m just guessing
[QUOTE=Cyberdogs7;9499]What kind of errors are you getting? Is it only in-game? Is it only when animations are played on it?
This kind of stuff will help in finding out what the real problem is and then providing a solution. Otherwise, I’m just guessing ;)[/QUOTE]
So, turns out it wasn’t mesh data after all. Apparently the size of the model was too large for the platform to handle, in terms of skinned character size, and the geometry was actually wrapping inside of cubic space.
[EDIT: Added Symptoms List]
Symptoms of this problem:
- Model works fine without a rig, when loaded as a static mesh
- Model is broken when skinned to a rig of any kind, with or without an animation playing
- Model is still broken in the exact same way, even with different rigs, or all weighted to a single joint.
- Model appeared to be constrained into a perfectly cubic space.
Solution:
Reduce the base size of the model, then scale it back up in either code or animation.
We’ve hit similar problems when our meshes have too large a vert count. Good job figuring it out.