Corrupted File? Saved out assets have messed up morphs and poses.

FalcoFalco Posts: 241

I have a file that has a bunch of characters with customizations in it that I made.  Somehow it appears that something in this file got corrupted, as anything I save out as scene subsets or wearables gets all the morphs and poses created for that asset dialed up to 100%.  For example, I save the character as a scene subset, in a tpose, with 1 custom FBM dialed on.  However when I merge it into a new scene, the character is in a random pose that it was posed in a month ago and every morph I've ever adjusted on the character is toggled on to that previously set value.  Same thing happens when saving out clothing etc as wearables, every morph I've ever dialed on the character is turned on even though I've turned them all off before exporting.  Anyone have any insight on how to I cleanse this file and save out the assets?

Post edited by Falco on

Comments

  • One thing to try, if there's already a figure (of the same type) in the scene is to make sure it isn't selected when you merge. I think that has helped in some similar sounding cases before.

  • FalcoFalco Posts: 241

    This happens even when merging into a blank scene.  

  • MattymanxMattymanx Posts: 6,954

    The best way would be to go into your Data folder and manually delete the files you created.  But it sounds like you saved over something that you should not have.

    Do you remember how exactly you saved each file or as what file type?

     

     

  • FalcoFalco Posts: 241

    Well so one way I can fix it is to merge them into a blank scene and then zero everything out and then dial them back to the original values, and when that is saved out it is properly cleansed.  It's annoying to have to do that and I'm not sure what caused it in the first place.  

  • Syrus_DanteSyrus_Dante Posts: 983
    edited February 2019

    I suspect in your first scene file you have had somehow skipped forward a few frames on the timeline pane, closed that pane and forgot about that there are now animation keyframes with all the slider values for pose and shape morphs interpolated in a strange way and you are no longer on frame 0 all the time.

    If you now merge the subset scene(s) or load the wearables into the new empty scene you start on frame 0. The initial keyframes are maintained in the scene subset and the wearables I guess. This can easily be fixed by deleting the keyframes. But first if you have closed it open the timeline pane again and see if there are little black triangles on the time strip if you select some figure or cloth from the original scene, the subsets or wearables you saved out. This indicates that there are keyframes.

    The timeline only shows keyframes of what is selected, for example you have selected the figure "root node" (that is the whole figure body) and you see no keyframes but as you skip through the frames you see the arm is moving. Then you select the right part(s) of the arm itself and then the timeline shows the keyframes. In Scene pane select for example left and right collar bones with Ctrl+click, then right-click on one of them and choose Select>Select Children. Multible selected figure nodes can also help you chasing hidden keyframes.

    This can be a bit confusing at times as is the naming and meaning of Object vs Item. While as I understand it an Object is a scene element with geometry it has no rig / skeleton / bones as opposite of a figure. On the other hand you can select parts of a figure that are assocciated with bones and use the Edit>...Selected Item(s) to have a partial Memorize, Restore, Zero, Clear. Yeah if you start working with keyframes you should learn the meaning of all four commands Memorize, Restore, Zero, Clear. BTW those commands can also be accessed through the Parameters pane Option Menu this will save you from one level of submenu. I need them all the time so I created shortcuts for memorize / restore on the F-keys and I've added all of them to my main menu. Man I should skip trying to explain everything in a single post - but hey even if it dosn't help you with the problem you can learn how to deal with keyframes - I guess in the beginning its best to avoid them and stay on frame 0.

     

    Instructions to remove all keyframes from everything Figures and Items in the scene:

    1. right click viewport: Select All

    2. Edit>Figure>Memorize>Memorize Figure(s) (use it while you are on the timeline frame where the figures look like you want them)

    3. Edit>Figure>Clear Animation>Clear Figure(s) (this will delete all keyframes from the timeline and resets the figure(s) to the memorized state - if you forgot to memorize before everything will be Zeroed on frame 0)

    If you also have non figure items like props, objects, cameras, lights, groups or nulls that start to animate and you want to get rid of the keyframes you also need to execute the equivalent commands for to memorize / clear items.

    4. Edit>Object>Memorize>Memorize Selected Items

    5. Edit>Object>Clear Animation>Clear Selected Items

    Post edited by Syrus_Dante on
  • FalcoFalco Posts: 241

    I think this might be it.  I never use the timeline aspects but I might have accidently clicked something that messed up it.  A quick test clearing all the animation data seemed to work, I'll have to test more extensively to see if it fixed all the issues.  

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