aarons6 Posted February 20, 2012 Share Posted February 20, 2012 (edited) is there any way to snap a mesh onto a body automatically? like snap to selection or something.. say i have a mesh and its a few inches off, but i want to not only move it x but rotate and align it.. do i have to do it all by hand? or is there a magic tool that lets me just move to place. maybe i should say what im trying to do.. im trying to make sleeves..so i make a O and then i drag it down and i now have a tube, but how to i move that tube onto the arm without destroying the shape. Edited February 20, 2012 by aarons6 Link to comment Share on other sites More sharing options...
Kaspar482 Posted February 20, 2012 Share Posted February 20, 2012 In blender, there is a modifier called "Shrinkwrap" ( the mesh wraps itself around another object) Maybe there is something similar in 3ds max? Link to comment Share on other sites More sharing options...
AurelTristen Posted February 20, 2012 Share Posted February 20, 2012 Please post screenshots of what you're trying to make happen. The newer versions of 3DSMAX have a feature called graphite modeling tools. You can use them to conform one mesh to another. If both meshes you want to align have their origins in the correct place, the align tool will snap one to another quite easily. If you are trying to get one mesh to an exact location, when it is selected, right click on it and type in the XYZ coords you want it at. There are also morph modifiers that will conform one mesh to another. It all depends on what you want to do. Post some screenshots and tell us more. Link to comment Share on other sites More sharing options...
aarons6 Posted February 20, 2012 Author Share Posted February 20, 2012 im not sure how to post screen shots.. ill try to explain more detail right now im trying to move gloves onto a hand model. im just playing around with this to learn so when i get serious i can do what i want easier. the problem is my gloves are stright, and the skyrim hand model is bent at the fingers. so this means when i put the gloves onto the hand his fingers stick out the top.. i been just using the soft selection tool and moving one dot at a time, x y z.. this takes a very long time.. but i know there has to be an easier way.. this program has so many features im guessing one of them does what i need lol.. Link to comment Share on other sites More sharing options...
AurelTristen Posted February 20, 2012 Share Posted February 20, 2012 im not sure how to post screen shots.. ill try to explain more detail right now im trying to move gloves onto a hand model. im just playing around with this to learn so when i get serious i can do what i want easier. the problem is my gloves are stright, and the skyrim hand model is bent at the fingers. so this means when i put the gloves onto the hand his fingers stick out the top.. i been just using the soft selection tool and moving one dot at a time, x y z.. this takes a very long time.. but i know there has to be an easier way.. this program has so many features im guessing one of them does what i need lol.. This is a rather ugly situation actually. I've just recently had a similar problem, as I had a model in a T pose, and Skyrim uses an arrow pose. I actually rigged my models arms, and moved them that way. The reason why you'll have so much trouble with this issue is, 3DSMAX is designed assuming that something as 'simple' as gloves would be modeled for their intended rig (modeled curved in the first place). Keep in mind that 3DSMAX has NO idea what fingers are, or how they move until you give them bones. Because of this, there is no way for you to conform them automatically. You'll have to:A) Re-create the finger part of the gloves from scratchB) Rig your gloves, move them into position and then delete the rigc) Spend hours upon hours repositioning vertexes The finger part of gloves should be super easy to re-create though. I'm sure it wouldn't be for you, if you are new, but it isn't impossible. One way or another you'll have to learn to rig or learn to model in order to adapt your model. Sorry :( I'm not a 3DSMAX God though, someone else might have a bright idea. Link to comment Share on other sites More sharing options...
Ghogiel Posted February 20, 2012 Share Posted February 20, 2012 (edited) morph modifier will only morph one model to another... if they are basically the same model. there would be no way to use it on 2 different arbitrary models, the vertex order must be identical. The alternative to the shrinkwrap blender option would be skin wrap. that would conform one mesh to the surface of another mesh, basically making a mesh the same shape but with all new topology. then graphic tool it up. retopo ones in freeform I guess are what you want. Edit: oh fingers, yeah you just might want to rig them to pose them roughly then tweak. I had converted some myself and there isn't a magic bullet for that. Just get the hand roughly in the same pose with a rig then tweak it. I ended up importing a SKyim model into the scene with my already rigged gloves and moved my rig to fit that. Then snapshotted my gloves in that pose. took a little while. Edited February 20, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
aarons6 Posted February 20, 2012 Author Share Posted February 20, 2012 (edited) so your saying i can import the skeleton, then skin wrap the gloves to it and move the fingers around to fit the hand? i might try this. that didnt seem to work.. :( Edited February 20, 2012 by aarons6 Link to comment Share on other sites More sharing options...
Ghogiel Posted February 20, 2012 Share Posted February 20, 2012 (edited) not quite no. skin wrap would be only useful for quick rigging . but would only really work once you have the meshes pretty much fitting the same rig... or for conforming a mesh surface to another mesh surface verbatim< you would in effect no longer have the orginal mesh shape at all you would just have the mesh you were conforming to, but with the topology of the mesh you were conforming with. I would just pose you glove, if it is rigged, to more or less a similar space and pose as where the skyrim rig would want it, then snapshot. delete that rig you used to pose the hand with, import a new skyrim rig, and a glove/hand nif, NOW you could use skinwrap to quick skin the model if you wanted. Though I would probably just rig it by hand at that point. Edited February 20, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
aarons6 Posted February 20, 2012 Author Share Posted February 20, 2012 i guess i dont understand what skinwrap does cause when i moved the bones around it didnt move the glove like i thought it would. its probably cause my glove doesnt fit on the skyrim hand yet so it was just moving around empty space. Link to comment Share on other sites More sharing options...
Ghogiel Posted February 20, 2012 Share Posted February 20, 2012 yeah soemthing like that. And I just realised I was being a tard.. it's like 3am here, you should probably ignore everything I am saying right now :facepalm: Link to comment Share on other sites More sharing options...
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