PrometheusTS Posted December 17, 2011 Share Posted December 17, 2011 if it's not having something like a particle system in the scene or something that the exporter will error with, it's most likely the BSDismember modifier. Try deleting it and adding a new one, the reason is all faces must be assigned to one of the partitions or it'll crash. It will not update itself to mesh edits made under it, so it is wise to either just delete it and make set it up at the end, should take 20 secs once you know what the thing is. Or double check for it if you left it there for unassigned faces.How or where do I read about how to add and edit a new BSdismember modifier? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 17, 2011 Share Posted December 17, 2011 http://niftools.sourceforge.net/wiki/3ds_Max/Guides/Dismemberment bare in mind this is how to set up a fallout 3 asset. The dismemberment partitions aren't used in the same way, but the set up is the same. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 17, 2011 Share Posted December 17, 2011 (edited) Was going to post this as a PM but this might be better off here, might help others. In regards to making a mash up of vanilla assets and how to make a working _1 and _2 morph parts I would personally start out with the large _1 mesh out of preference, but I suppose it does not matter.  If this is made from vanilla pieces chopped up and not a 100% custom mesh, You know the mash ups people always make with vanilla assets...  First thing would be to add an edit poly modifier. drag it under the skin modifier, rclick>collapse to. this might mess up the BSDismember but skin will be fine. But forget Dismember, like I always say, just delete it and add it at the end.  Now you can make this new _1 just like you did the first one, but just using parts from the other morph version of the vanilla assets... and hope it works. then you are done and can export.  It probably won't work though. I would have skipped making it and preempted it not working and just skipped to doing one of these options to create the morph shape, anyway so if you did that and it doesn't work or you just want to skip trying that... clone the _0 version (or what ever one you started from/want to start from) and have all the other parts you are going to try to blow/shrink your version out to match (ie import the other version of all the parts you used in your mash up): option 1: hand edit all the verts using vertex snap to make the _0 into the _1. (lol) option 2: using the conform brush to push the _0 to match the surface of the _1, then clean up with vert snap. option 3: use goZ to take the mesh into ZB and use project brush/project all and masking to conform the _0 mesh into the _1 shape. then go z it back to max (this SHOULD keep vert index intact as one of the whole points of goZ was making morphs targets!) If you use mudbox there is a 'send to' option that is basically the same thing. then clean up with vert snap option 4: Use the compound object conform to wrap one mesh to another. Then clean up... option 5: and my personal fav idea :biggrin: , using textools UV XYZ swap on both versions, flatten them out align the other version to your clone... and then skin wrap to the other shape, send it back to xyz. And BAM! you have flawless conformed mesh :biggrin:    No it is isn't just cloned.. that is the _0 body I skin wrapped into the _1 shape flawlessly and still have morph targets intact. it took less than 5mins to test this experiment. http://www.skyrimnexus.com/imageshare/images/209926-1324137523.jpgpoc Max 2009 scene test:http://www.megaupload.com/?d=UVHEIAVA   option 6: Use some script like shrink wrap or something, old max versions.  Obviously there are more options, but these are off the top of my head, and I haven't actually tried all of them. Edited December 17, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Vannus Posted December 17, 2011 Author Share Posted December 17, 2011 Was going to post this as a PM but this might be better off here, might help others. In regards to making a mash up of vanilla assets and how to make a working _1 and _2 morph parts...This is excellent! Lots of options to explore now. I definitely like the sound of option 5; I'm going to have to look into that! Thank you :) Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 17, 2011 Share Posted December 17, 2011 Thankyou for that bt I don't understand much the option 5 what is textools? UV XYZ swap on both versions ? flatten them out align the other version to your clone ? ... and then skin wrap to the other shape, send it back to xyz.? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 17, 2011 Share Posted December 17, 2011 (edited) Thankyou for that bt I don't understand much the option 5 what is textools? UV XYZ swap on both versions ? flatten them out align the other version to your clone ? ... and then skin wrap to the other shape, send it back to xyz.? Edited December 17, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 17, 2011 Share Posted December 17, 2011 And ? Sorry I don't get what's that and what it means on the subject also I do not have those options in my version of 3dsmax? Is that a plugin? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 17, 2011 Share Posted December 17, 2011 It's a plugin, you swap XYZ to UV, I had to align/scale the one I wanted make a morph of, then just reset xform, skin wrap to that, then swap back UV to XYZ. then align tool the final mesh back to its original XYZ position again, paste skin, set up dismember, it will fully work 100% flawlessly Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 17, 2011 Share Posted December 17, 2011 It's a plugin, you swap XYZ to UV, I had to align/scale the one I wanted make a morph of, then just reset xform, skin wrap to that, then swap back UV to XYZ. then align tool the final mesh back to its original XYZ position again, paste skin, set up dismember, it will fully work 100% flawlesslyIt seems a bit complicate to me woudol you be able to describe it in a video or more easy on atext? I think I am loosing parts of the meaning in a short description , thanks for this anyway , hows' the name of the plugin? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 17, 2011 Share Posted December 17, 2011 its called textools Link to comment Share on other sites More sharing options...
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