Inbetween animation keyframes suddenly irreversibly broke character mesh
Check video link at end of this msg, [Inbetween animation keyframes suddenly irreversibly broke character mesh] it's exactly as title says. No zero or restore function has helped this. Seems to be irreversible once broken, I can load the file again and the issue persists. I haven't found anything online about this on here, or on youtube. https://files.catbox.moe/0xnnsc.mp4
Post edited by Richard Haseltine on

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Please put your question in the post body and the title - Daz 3D Forums
The video isn't terribly informative - how did you create those keyframes? Have you tried the current Public Build (beta) which addresses a potential issue with interpolation on the Timeline?
My apologies but I don't have anything else to show in regards to a recording of the problem. I haven't tried any other builds except 4.23. I created the keyframes as normal, only editing T.R.O (translation, rotation, other) in the timeline. After a long while of editing and animating with pins and keyframing morphs, this happened so yeah, it just seems to be a point of no return from there.
What's the model of your graphics card ?
Are you using IK or the like? You mention pins, which suggests so.
Specs are a Nvidia Rtx 4080 Laptop Gpu, 13th Gen i9-13900HX, 32 GB Ram. I will say, I was using my laptop for a considerably long time, many hours. I slightly believe it could be a vram low error, but I don't know.
Also yes @RichardHaseltine, I was/am using IK, always enabled. Daz seems to have trouble interpolating and previewing/playing frames when you pin limbs (even with all limits enabled), often resulting in animation sliding or other possible errors such as this, but the ladder claim about pins or ik causing this is a complete guess on my part.
It certainly looks like some kind of weird inversion, as if a scale or rotation has taken an extreme value that has possibly turned eveything inside out. Have you tried the same scene in the current beta - I ask because there have been some fixes relating to interpolation.
I have not tried the beta, but I have good news, deleting a faulty keyframe and then re-animating it with new values fixed the mesh error and revived my project. I think a certain limb in that scenario had limits off and I had created a keyframe with an extreme value as you stated. Deleting that keyframe, and setting the figure to "All limits on" was indeed the solution.