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!?
![:( :(](https://polycount.com/plugins/emojiextender/emoji/twitter/frown.png)
![ehwtf.gif](http://img524.imageshack.us/img524/8310/ehwtf.gif)
Replies
3dsmax can be an asshole somethimes
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)
If it isn´t the problem it is max doing some voodoo.
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.
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..