How do you load guys animations across different Max-bones skeletons, like say if I make a great hand/finger animation, and want to merge just that onto another skeleton that has the same hierarchy? Use the default Merge Animation?
I had a script somewhere that merged selected splines into 1 - that save some pain as you can set each stroke as 1 spline and select them all and merge them allthoger to 1 spline in which you then simply weld the connecting edges.
I would select one side, and extrude it along the curve towards the piece you want to merge it with. You can increase the subdivisions on the extrude as needed. Just it it close that way, and then merge/weld for the same effect.
The only way I've seen it work flawlessly is to build a multi sub-object material and name them appropriately before exporting. Build the multi sub from scratch. Chances are you've merged and detached objects and the multi sub is probably containing errors from all that merging.
why does it need to be perfectly symmetrical? you can flip or merge UV shells even if some faces don't mirror on booth sides, in that case you only flip and merge the faces of the other half that match.
I never merged the mesh in Zbrush I merged it in Max. I tried exporting it without GoZ. I swear I remember posing my character like this before but now the textures aren't showing up.
The merge actors tool could work I think. I'm not sure if its good enough though, I haven't actually tried it. I just saw it can merge materials. This is under window / developer tools.
Thanks for those videos. I've tried the method of setting a subtool to subtractive, merging it into the other subtool and then dynameshing but it's appending it instead of removing it like in my original screenshots. I've done exactly as he does and once merged the cylinder is the white polygroup that it should be but it…
Does it still happen when you start a new scene and merge all the objects from the original scene in it? This happened to me before. As soon as I started assigning a second uv channel to a mesh the default became 2. Really annoying. Merging it into a new scene fixed it for me.
(60k is still often a low value for polypaint :P) As for merging, make sure you have the tool:subtool:uv option toggled on before you merge. Afterwards you might have to turn the texture back on on the new resulting mesh