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Skinned animated mesh disappearing

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  • #24799
    Piotr
    Customer

    Hi, I am wondering why animated skinned mesh disappear when moving. When is more far from the starting point it’s hiding when you zoom camera – like clipping to much.
    Probably is known issue.
    Thak you in advance

    Piotr

    #24802

    Hi Piotr,

    Can you attach your source scene file here?

    Chief 3D Verger | LinkedIn | Twitter

    #24834
    Piotr
    Customer

    Hi, of course:
    https://we.tl/t-E72NwE2XHZ

    when you zoom him, hair, chain, pants disappearing…

    I was tested with more skinned mesh and there is always like this.

    #24835

    You need to disable a Frustrum Cullng checkbox on each part of the model that dissapear or keep your animation not so far from object’s pivot.

    Attachments:
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    Co-founder and lead graphics specialist at Soft8Soft.

    #24841
    Piotr
    Customer

    Thank You!

    #24856
    Al Sande
    Customer

    I’ve run into the same issue recently (but disabling the Frustrum Culling fixed the problem). When would a person use Frustrum Culling? If this is a common issue (it cropped up on my last couple of projects in progress using V3D v3 with Blender 2.82 but on none before, at least that I noticed), would it not make sense to ship with this setting disabled or am I missing something here?

    #24860

    would it not make sense to ship with this setting disabled or am I missing something here?

    This checkbox optimize rendering and works on performans, so if you disable it – this will decrease a rendering speed. It’s only necessery to do if you can’t solve this problem another way like keep your mesh near the pivot.

    Co-founder and lead graphics specialist at Soft8Soft.

    #24937
    Al Sande
    Customer

    Thanks for the explanation. I think I’m going to keep running into this as when I do a character animation, I don’t move the root bone (which I think is what you’re defining as the pivot point as that’s where the origin is) but animate everything else as the character moves around. That’s assuming I’m interpreting this correctly. At least there’s a solution…

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