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Thread: Image Maps on Character's Surface Disappear

  1. #1

    Image Maps on Character's Surface Disappear

    Have an animation of a Character Walking for 200 Frames.
    1st frame to 40th its ok, then as the character walks from frame 40-200
    Image maps disappear on the hair and on the eye lashes
    and turns to white as thou hes lost his hair color

    The Image on the rest of the clothing and body parts are fine
    Bit puzzled as to why it works on some areas and not others

    "Phil Collins" this guy is not mean't to be ....Sorry Phil!
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  2. #2
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    You have them mapped using UV's?

  3. #3
    Yup sure do
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  4. #4
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    No envelopes on opacity or anything?

  5. #5
    Nope Just Color map and a transparent map in surface editor
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  6. #6
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    How is your transparency map applied?

  7. #7
    Here it is
    This surface runs fine in other scenes created but not this 200Framer

    Ps.Dongle Offline so am in discovery mode atm.
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  8. #8
    Is the texture using a null or another object as a reference object?

    If so, the position of the null or other object would affect the texture positioning.

  9. #9
    Yep! the characters body bones are parented to a master control null which
    keeps everything together
    The clothing is parented to the characters body bones
    The hair is parented to the characters head bone.
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  10. #10
    Heres an update
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  11. #11
    Color Map & Transparency maps are loaded onto the hair surfaces
    played around with the transparent maps thinking this is the problem
    Checked the nulls and as posted earlier this rig works fine untouched in other scenes.
    Move the entire scene with a master null at different xyz coordinates to see that it could eliminate the blasted problem, but nope.
    This scene is in LW9.6 64bit
    The textures are 2252 x 2252 Pixels
    for anybody else with surface troubles like
    this
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  12. #12
    Just Some Guy..... nomad108's Avatar
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    Maybe you're running low on memory? Try with a lower resolution copy of the image as a test.
    System Spec: Asus G75V i7 3920XM 2.9 Ghz 32 Gb RAM nVidia 670M 3 Gb Win 7 64 bit

  13. #13
    Krazy Kiwi kevman3d's Avatar
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    Quote Originally Posted by Roadwarrior View Post
    Checked the nulls and as posted earlier this rig works fine untouched in other scenes.
    Move the entire scene with a master null at different xyz coordinates to see that it could eliminate the blasted problem, but nope.
    The only time the nulls will be a problem is if you have them selected in the texture editor, not if they're just used on a rig...

    Sounds very odd though. Nothing else in your scene other then your character?
    • You're not using any kind of morphs or other deformation after frame 40 that may have modified the geometry? In the past I recall we used to have the odd issue with UV maps related to morphs that were used for unfolding geometry temporarily, but left in the model. I think at the time that was a bug. If you have any "do nothing" morphs, perhaps trash them completely and see if that helps.
    • Try making the UV image 2048x2048 in case its something to do with that (ie. UV maps (for video hardware at least) used to need to be 64,128,256,512,1024,2048,4096 pixels... This shouldn't be an issue - but when I'm trouble-shooting I'll try anything with a "just in case" mindset )
    • You don't have another image with the same file name in your images folder, but with a number at the end that might be picking up an "image sequence" glitch somewhere after frame 40?
    • No envelope on your image layer in the texture editor? (I think you already checked that)
    • No other layers in the texture on top of the image that might be causing a problem?
    • Nothing in the image editor (ie. image filters, etc)?
    • Press "w" in Layout and find out if (as mentioned) it could be a ram issue by what is loaded
    • Deactivate the Mipmapping options on all your images (both in texture editor and also image editor) - that could be an issue as well depending on whether its using the mipmaps (and somewhere after frame 40 or so its somehow screwed up)
    • So this image disappears in both OpenGL desktop view and Renders as well, or is it just one or the other?


    Hmmm. Tricky problem.
    Last edited by kevman3d; 06-10-2011 at 08:49 PM.
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  14. #14
    I noticed the object was an obj originally, probably imported from another app, try setting the Vertex Normal Map to none in the surface editor.

  15. #15
    Sounds very odd though. Nothing else in your scene other then your character? .....Yes there is buildings lots of em!

    You're not using any kind of morphs or other deformation after frame 40 that may have modified the geometry?

    Yes i am have tryed trashing and that didn't work!

    Try making the UV image 2048x2048 in case its something to do with that

    Yet to do this

    You don't have another image with the same file name in your images folder, but with a number at the end that might be picking up an "image sequence" glitch somewhere after frame 40?

    Nope

    No envelope on your image layer in the texture editor? (I think you already checked that)

    Nope

    No other layers in the texture on top of the image that might be causing a problem?

    Nope


    Nothing in the image editor (ie. image filters, etc)?

    Nope

    Press "w" in Layout and find out if (as mentioned) it could be a ram issue by what is loaded

    Only have Quadcore & 2gig running its low by todays I7 Speed Freaks
    may be the real issue??


    Deactivate the Mipmapping options on all your images (both in texture editor and also image editor) - that could be an issue as well depending on whether its using the mipmaps (and somewhere after frame 40 or so its somehow screwed up)

    MiMaps have been dactivated for any screw ups


    So this image disappears in both OpenGL desktop view and Renders as well, or is it just one or the other?

    Runs fine in OpenGL its when we hit Render that the images go missing.
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