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Blender - cutting off part of a mesh


EssGeeDee

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It depends on what your aim is. If you want to get off a certain part/element. You might be able to select the part by using/holding Ctrl-+ for your area. Else it's manually.

Any gaps that get there will have to fixed by using F to create new faces. If it's a large gap, it'd be more complicated as you'd have to create new polys.

It would also help if you could show a screenshot of what has happened before and what you're trying.

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Alright, here goes.

 

I'm trying to create a suit with an invisible arm, and at the moment i'm simply shrinking the rest of the arm and moving it up to the shoulder. This creates graphical artifacts ingame though, and some armours have sleeves in two parts, which just makes matters worse. So I'm trying is, to delete the majority of the polys of the arm, then shrink the base to cover it up, like so:

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/blender2010-09-2322-35-45-10.jpg

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/blender2010-09-2322-36-41-57.jpg

 

(I just shrunk the bodycap and limbcap for the purpose of the screenshot).

When I do that, and export it to the game, it goes a bit.. berserk.

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2322-40-01-77.jpg

 

 

So how do I tell the mesh that that's where it's supposed to end now (is this called clamping or something), and avoid the whole spazzed-out ingame meshes?

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That picture is kind of dark so it's hard to tell, but if you didn't remove any vertices and didn't reweight anything, those vertices are still weighted to bones that they shoudn't be. I'm guessing that's what is causing the spazzification.

Try importing another body, and doing a bone weight copy. That should weight all of the shrunken arm vertices to the proper bones..

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What I had done the the mesh shown in that screenshot was remove almost all of the vertices of the arm.The screenshot's dark yes, but everything apart from the character's head is the Vault Suit. It stretched from horizon to horizon and filled the entire screen...

 

Basically it was an extreme version of this, where you can see a rogue polygon coming out of the back of the character's neck: (This is what happens when I just shrink the vertices)

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2400-59-23-82.jpg

 

And this, when the skeleton starts moving further from zero:

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2401-10-26-07.jpg

 

 

 

So how exactly do I change the bone weighting? I can't import another body and use its bone weight settings, seeing as I've never touched the bones before. And once i've edited the bone weighting, what does that do to the mesh? Does that mean the vertices that are now weightless will become static?

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