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penguinpoop

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Everything posted by penguinpoop

  1. There are many ways , the main one is to not alter the vertices number and order, so it is usually suggested to use either the _1 or the _0 you are working on and then morph it on the _0 or the _1 , by morphing you can use different tools , like skinwrap , somuchmonster's plugin , morpher tool , the comform tool of the new 3dsmax 2012 but for me what usually works best is apply a lattice modifier around the vertices with a soft selection and drag the model into position over the other model ... this avoids the mess usually created when morphing tools do flatten parts or just mess them up .... sometimes the imported vanilla models even if edited without changing any vertex can result in a bad morphing , to avoid that create a box turn into a polygon and attach to it the vanilla , then delete the box , now you have a clean polygon model you can work finely on .... I've been beating my head against the wall trying to figure this very issue out, and nothing I've done, and nothing mentioned here has fixed it. I get vertex distortion on any model I export. I've confirmed vertex weighting is correct, I've even attempted to set all the verts to one bone and I continue to get nothing but jagged meshes. I'm using the same model with somuchmonster's plugin, and yet any custom mesh, or altered Bethesda meshes (even unaltered Bethesda meshes) that I export demonstrate this problem. I've created fresh geometry and attached my meshes to it and the problem persists. I'm completely at a loss. I'm importing and exporting meshes with the setting suggested from tutorials on the forums, and yet any mesh that goes through the exporter becomes corrupt. I can only concluded there's a problem with my plugin.
  2. This seems like a great tool, but I've been running into a few problems. It's likely the same thing as posted by TheLordofWar, which I wasn't sure if it was resolved or not. I have the mesh created, use the plugin as shown in the tutorial and exported the mesh (not making any adjustments to the mesh once I've used the morpher), but the geometry is doing similar things as the screenshot posted by TheLordofWar when seen in game. I thought it was a weighting issue, as it looks like some of the weights on the skinning are off, but when I go check the actual vert/envelope weights, they all appear to be in order. It's as though something is lost between the export and running in game.
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