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3ds max is picking on me ! :(

martynball
polycounter lvl 10
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martynball polycounter lvl 10
I had two element's in this object, one is hidden. The one that is hidden I had booleaned before. the element shown below was not touched by the boolean.

yet when i apply turbosmooth it seems to think that there are open edges or something somewhere. I have selected all the faces on the object and edges ect and moved them and there are no open egdes.

Why is it doing this!? :(

ehwtf.gif

Replies

  • SpeCter
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    SpeCter polycounter lvl 14
    Delete all smoothing groups, and/or export it and import it again.
    3dsmax can be an asshole somethimes
  • martynball
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    martynball polycounter lvl 10
    awesome thanks :) and it can be a complete arse at times :)
  • Lonewolf
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    Lonewolf polycounter lvl 18
    i have that problem too sometime, i end up deleting and creating those faces again after 10 min of other stuff i try which never works D:
  • Will Faucher
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    Will Faucher polycounter lvl 12
    Did you try a simple reset xform?
  • Will Faucher
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    Will Faucher polycounter lvl 12
    What if you've already rigged it? : /
    You could cut and paste the skin modifier. As long as the vertex order doesn't change, it should work just fine. Meaning, exporting and reimporting technically shouldn't be an issue.
  • SpeCter
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    SpeCter polycounter lvl 14
    Reset Xform doesn´t work in this case(or more like doesn´t work most of the time).
    And there shouldn´t be a problem with the vertex order if there are no optimizations applied when exporting.
    It´s just max being like:" Let´s get my User go into RageMode after he finds out that he didn´t do anything wrong.

    And if it´s a smoothing group mistake, you really don´t have to worry about your rig(never encountered this situation but i´m almost sure)
  • PredatorGSR
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    PredatorGSR polycounter lvl 14
    I've had this problem several times, and I was always able to fix it by converting the model to editable mesh, and then back to editable poly. That erased whatever hidden history was affecting the turbosmooth and allowed it to work as intended. Was definitely frustrating before I figured it out though.
  • SpeCter
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    SpeCter polycounter lvl 14
    The problem is there is no hidden geometry really, there is nothing wrong most of the time.Just max giving a shit.
  • renderhjs
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    renderhjs sublime tool
    my first thought would be hidden geometry or unwelded verts as well.
  • SpeCter
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    SpeCter polycounter lvl 14
    That would be always my first thought, but most people out here know that this can happen and try to weld and stuff(at least i hope so).
    If it isn´t the problem it is max doing some voodoo. :)
  • Mark Dygert
    Prophecies wrote: »
    What if you've already rigged it? : /
    You could cut and paste the skin modifier. As long as the vertex order doesn't change, it should work just fine. Meaning, exporting and reimporting technically shouldn't be an issue.
    You can skinwrap the newly imported mesh to the old, and convert it to skin. At that point it doesn't matter how the verts are numbered, it goes based off of proximity. The only way to screw it up would be to physically move the verts outside of the threshold, but you can adjust that so its not really a problem... If you pose or animate the model while adjusting the skinwrap settings you can see how well it deforms and make adjustments as needed.

    Maya has a way of transferring weights in a similar fashion using its transfer maps feature.

    Getting the skin weights off of one mesh and onto another shouldn't be too big of a deal these days...

    You can use this little trick on similar meshes, so say you have 32 separate models that are roughly the same shape and configuration but are unique models (different gear, heads, weapons, clothing ect) you can skinwrap/transfer maps and clean up whatever was different enough to not follow along properly.

    You can spend a week doing it all the hard way or you can get it done in a few hours... heh.
  • Ruramuq
    another option:
    select All verts, and reset its weights to 1.0
    select All edges, and reset its weights to 1.0 and crease to 0.0 (Editable_Poly)

    there are some cases where max modifies them automatically. don't know why or when, you just notice the problem..
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