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Issue with importing skinned models into 3dsMax


Bunik

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Hello guys,

 

I hope there is someone who can help me on this. What is going on.

Well basically I am importing into one scene in 3ds Max 2010 several skinned models of armor or body.

There are two problems.

1. when importing with skeleton some objects move the skeleton already in the scene.

That causes problems when editing armor on mesh level. Because when I select the Skin modifier everything is ok, but when I go down to the Edit Mesh it moves the mesh into its original place before importing the other part.

This issue happens also when I import it without skeleton. The skin modfier is ok, but the imported part (this time) is actually in another place when the skin is turned off.

I would like to know if there is a way to reset the skin modifier so it does not affect position of the object, but so it contains weight properties at the same time.

This would help me save hell lot of time applying the same skin modifier to other objects I created.

 

2, Some imported objects have from some strange reason pivot in other place than 0,0,0. This also creates troubles when applying their skin modifier to another object which has its pivot centered. Basically the Skin moves the object into another place relative to the original pivot... (e.g Calientes feet do that)

 

Any ideas?

If you have no idea what I am talking about, let me know I can make some pictures.

 

Thanks in advance for any ideas!

Edited by Bunik
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Make some pictures for the first problem

 

for the second one:

Heirarchy > Pivot > Affect Pivot Only; then you could either move the pivot manually or click "Center to Object". Click "Affect Pivot Only" again when you're done.

http://i.imgur.com/pWrsZ.jpg

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@ asdgora

Not really new, but I am no professional. I've been using it for looong time and created/modified some stuff for Oblivion, Fallout 3/NV. Basically fooling around, never released anything. Bugs above I've been running into even then, but it didn't bother me that much. (and that were different versions of Max too)

 

The "affect pivot point only" is actually what I am talking about too. But it messes up the position of the object in Skin modifier.

 

http://i141.photobucket.com/albums/r68/Bunik_Reborn/Pivot01.jpg

Here I moved the pivot from center to forward. But when I just select the Skin modifier boots apear to go backwards....

 

http://i141.photobucket.com/albums/r68/Bunik_Reborn/Pivot02.jpg

 

Now this is anyoing when two objects have different position of pivot and I want to copy the Skin modfier from one to the other.

For example Feet on the picture. Their pivot is somewhere up around the head. If I copy the Skin modifier to the boots, it moves them up to the head.

If I move the pivot of the feet it moves the feet.

 

The thing is on Edit Poly level it is all fine, but it messes up with the Skin modifier.

 

@ Cyndi

Thank you. I will check them out as soon as I find some time. Though I am not sure they will have answers for me I need. Maybe I will find other workarounds though. :)

Edited by Bunik
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hmm... unchecking "always deform" before editing the pivot (and re-enabling it once you're done) seems to solve the problem.

 

Thanks man! I will try it once I get home from work. That will save me lots of trouble.

 

There are so many options in Max that trying every combination would take me a life time. However this one looks rather obvious. ;)

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Works like a charm! Thanks!

 

*Edit*

Unfortunatelly now when I copy the skin modifier from feet to boots, it assigns everything to one bone. I guess I need to look for a different way of working with Skin modifier.

 

*Edit2*

Luckily Skinwrap works quite well. I'm gonna play with that for a while. :)

Edited by Bunik
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