Alvar007 Posted October 16, 2016 Posted October 16, 2016 Ok so my friend @ShenLongKazama asked me to add a neck to the Kylo Ren unmasked model since this feature is only in the masked version and when you try to enable the surface in the skin file of the unmasked version it collapses with the head like so: Now I'm able to reshape it around the neck like this: But when I export the GLM file and I enter the game the neck is just staying in the original position like I did no change. I tried placing the pivot in the origin and applying an XForm modifier and everything like it says in @@Psyk0Sith's webpage and in this tutorial: https://jkhub.org/tutorials/article/196-3ds-max-glm-tutorial-characters-creatures-vehicles-sabers-and-weapons/ but it doesn't work. Does anyone know what is going on? What am I doing wrong? I'm using the GLM importer/exporter for 3ds Max. Smoo likes this
Psyk0Sith Posted October 17, 2016 Posted October 17, 2016 You need to rig the neck piece, that means adding skin weights and linking it to the hierarchy. Langerd likes this
Alvar007 Posted October 17, 2016 Author Posted October 17, 2016 Yeah, I know. I do that and I link it to the head so the hierarchy is also fine. But it just doesn't move when I see it in modview and in game. It's like transform didn't apply although in the program you can clearly see it does. At first it didn't move because it had the skin modifier already so I had to remove it, place the neck correctly and then rig it again. But still no luck.
Psyk0Sith Posted October 17, 2016 Posted October 17, 2016 Can you pm me the .pk3? I can't troubleshoot the max scene because i'm using 2010 version.
ShenLong Kazama Posted October 17, 2016 Posted October 17, 2016 Can you pm me the .pk3? I can't troubleshoot the max scene because i'm using 2010 version. https://jkhub.org/files/file/2977-kylo-ren/
Solution Psyk0Sith Posted October 17, 2016 Solution Posted October 17, 2016 I'm asking for the modified version with the new neck position. @@Alvar007 here's how you can do it without messing with xforms. 1.Select the neck piece and click on the skin modifier2.Under skin modifier, go to advanced parameters tab and uncheck always deform3.Now click below the skin modifier where it says editable mesh, enter a selection mode, in this case, pick element for moving (because it's faster) and verts/edges for tweaking.4.In element selection mode, you can now move the mesh down and modify it to your liking5.Exit sub object mode and go back to step 2 and re-enable always deform6.Export Modifying a mesh in sub object mode does not mess with Xform and it will keep the pivot intact. Note that the always deform step is probably not even needed, just a safety. AshuraDX and Alvar007 like this
Alvar007 Posted October 17, 2016 Author Posted October 17, 2016 Dude, you are the fucking god at 3ds Max. It works! Finally! This was giving me headaches. It wasn't even working with other objects. I knew the problem was something related to that, I remember reading the XForm syndrome on your website. Thank you very much.
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