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Post by Josou Kitsune on Feb 3, 2017 13:32:12 GMT
So I was meddling a little with 3dsmax, I am a noob with that tool, for some reason when I try to move a body part it keeps resetting its position. Also there is this message when importing about the .fbx not having an initial skin position.
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Fighter
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Last seen: May 13, 2017 17:01:49 GMT
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Post by orbiterr on Feb 3, 2017 14:36:38 GMT
If I were you I would use blender, for a couple of reasons. It's been a while since I installed blender, but it seems to take .fbx files natively, make importing much easier. Second, 3dsmax has a issue when you're exporting round surfaces. In stead of seaing a smooth round surface it's segmented. This can be seen in a lot of hair mods lately. In blender this problem does not exist. the only thing you have to remember is your export setting (scale=0.1 y=forward z=up) As for your problem, and I could be wrong, I think you have to make the mesh editable and move the verts (or faces, or whatever you choose to edit). Hope this helps
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Post by Rai on Feb 3, 2017 15:20:31 GMT
There's nothing wrong with using 3DS Max, it takes .fbx files natively, and to fix the segmented meshes, use the skin utilities to rip skindata from the mesh, and weld all verticies within a radius of 0.0001, on both meshes, then import the skindata back.
As for moving a body part and it resetting it's position, it's because the model is rigged to the bones. I'm not really sure how to fix it though, sorry.
Also the error message you get upon opening a .fbx file, it's fine to ignore it, in my case I've never had a problem with my models when that error shows up.
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Lord of Disruption
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Post by Val E Ryon on Feb 3, 2017 16:25:03 GMT
You have to remove the skin modifier from the modifier list. This destroys the rigging. You have to redo it once you're done with the editting.
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Post by Rai on Feb 3, 2017 23:08:38 GMT
You have to remove the skin modifier from the modifier list. This destroys the rigging. You have to redo it once you're done with the editting. Do you think using SkinUtilities would help with re-rigging? Rip the skindata mesh, then remove the skin modifier from the original mesh, then move both the original mesh and skindata mesh, then re-apply said skindata mesh? It's an idea, at least.
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Lord of Disruption
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Post by Val E Ryon on Feb 3, 2017 23:25:33 GMT
*cough*
Check out my rigging tutorial, that should answer your question ^^
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