hey guys.
got a problem with my character.
i build him in maya 5 rigged him using the standart HumanMaleA skeleton. after importing the model to ued some vertices break apart. strangely its not the whole model but some special spots (i.e. the right arm, helmet)
heres a shot of the imported (broken) model:
what i already did is checking if every vertex has an influence and that the weights are normalized. also there are NO leaks in the mesh (unwelded vertices) and all face normals are pointing in the right direction.
i once succeeded to import the model WITHOUT breaking apart. what i did was resetting the vertex normals so that they point in the correct direction. but when i imported the model to unreal it looked like every edge was hardshaded.
a shot of the working model with hard shaded edges:
now i want the model to be smoothshaded. when i the edges of the model in maya and import it afterwards into ued3.0 it ****s up the model again.
i'm getting slightly insane already thats why i posted here in desperate need for help. also i'm not an expert on the effect of vertex normals and how to correctly use/manipulate them. if anyone of you uses maya and knows what could be the problem.. dont hesitate to answer please
greetings,
Sa74n
Replies
I use GMax (most of the time) and it has a habit of creating a point when you are off by a hair while creating new faces. Then when you undo, the face goes away, but the new point stays I don't know if this kind of condition exists in Maya though.
Scott
i`m pretty sure all verts are merged but where do i delete non-skin history? because i guess i didnt do that.
Scott
i tried to export skinweightmaps, delete history, smoothbind again and import the skinweight maps.. but the skinweight maps were really fucked up and blurry. so that was no option.