DagonSeaGod Posted February 24, 2017 Share Posted February 24, 2017 Ok, since I have already learned how to change everything else in the game, I decided to delve into 3d modeling. I installed Gmax, learned the basics fast and proceeded to my first attempt. I exported one of the default hair models, imported it in Gmax and made some changes. So far so good. Yesterday I encountered a problem I haven't bypassed yet. When I import the new model in the game, it seems to behave all by itself. I mean, your PC makes some random moves with his head and body when stationary, an effect added probably for more physicality. Normally the hair is attached to the head and moves along. The problem is that my modified hair behaves independently! As far as I can tell, it uses the same move motives with the character but they don't synchronize! I believe it has to do with the 'Dragon Age Mesh Settings' inside Gmax but I can't seem to find what to do. Any clues? Any good tutorial about importing from Gmax? Link to comment Share on other sites More sharing options...
Risibisi Posted February 28, 2017 Share Posted February 28, 2017 Probably a bone weight issue but then the hair would be floating more above the head.It could also be a writing error in your mao file or mmh/ msh file. just check them once again if everything is correct even the littlest error can be the reason that the hairstyle doesn't work in game. Link to comment Share on other sites More sharing options...
DagonSeaGod Posted March 5, 2017 Author Share Posted March 5, 2017 (edited) I solved it the next day (though I don't understand all the 3d modeling mechanics yet) but was to busy to post. What i was doing was converting the 'Hair' element (I don't know how to name it, I mean the multi-polygon that makes up the hair (not the bones, etc)) to 'editable mesh'. I think this was making some associations to be lost and the result was the 'unstable' hair. I tried to adjust it without converting it and the problem disappeared. Now it works normally. I have more to learn of course, for example I haven't delved into the 'bone' concept yet. Another question I have is if adding more polygons (more hair to say it simple) needs the UV mapping to be made from the beginning? Edited March 5, 2017 by DagonSeaGod Link to comment Share on other sites More sharing options...
Recommended Posts