Hey everyone, this is my first post here, i've been lurking around for a few weeks now, and i've got a question that's finally gotten me to register. While working in 3dsmax (5.1), i want to attach 3 seperate meshes each with their own bones and skin modifier, but when i try to attach by just using the attach button under…
sorry to bump this thread after so long, i havnt been able to post for a while. Thanks for all those links, defenintely gonna help out in the future, but i'm still having a bit of a problem here. I'l try and be extreemely specific now. I have two hands and a rifle for a first person animation, and i already have one hand…
If the coder going to make any changes, change the exporter, or engine, to support multiple meshes. I think that's the best long-term solution. Having to make the guns and arms one mesh, for every weapon, doesn't make any sense.
I use 5.1 here, and there are some freebie scripts that let you save and load weights based on vertex positions, instead of just vertex IDs. Might help you. Kees Rijnen's Bio Skin (requires Editable Mesh base) http://www.keesrijnen.com/ Andre Hotz' Skin Or Die (requires Editable Poly base)…
Well, first I'd make sure the game supports the funky bone rig you're using. I haven't tried loading multiple weights from different Skin mods together into a single mesh, but I don't think those tools will do that either. Probably your best bet is to simply save the weights for the mesh that took the longest to weight in…
Well, i've got two of the same models that use a fairly complex rig, and they need to be attached with each other and one other model, so i figure there would be some way to at least preserve the skin modifier on the cloned model/rig when i attach.
I was going to say you might be able to use the "Extract Skin Data To Mesh" utility, but that's for Max 6. There are scripts that will save out skin data, but I don't know if they will work with your extreme example here. Did you plan on attaching all three meshes from the beginning, or was this something you thought you…
yeah especially if you consider texture useage, one mesh would mean hands texture + gun texture in a single texture. If the engine supports multiple materials per model, then eventually it does support multiple meshes per model, cause the engine needs to split the model up into meshes for materials anyway...
what are you exporting to ? normally you could "collapse" things more easily in code while exporting the file. So the simplest way is telling the coder who wrote the exporter to just collapse everything when he saves the file. because writing a plugin that "collapses" stuff in 3dsmax is harder then just "writing collapsed…