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English Discussions > replacing body meshes
danoLink to postposted: Thu Sep 15, 2005 8:13 pm

Member since:
 2005-03-29
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 3
I've successfully replaced GMDCs for cloned objects with SimPE using the Import button, but I can't get it to work with body meshes. When I try, the replacment comes out with its arms stuck out and the entire figure offset by a little (so the head and neck don't meet). Is there a trick to replacing a body mesh that I don't know?

dano
SupertrampLink to postposted: Fri Sep 16, 2005 4:30 am

Member since:
 2005-07-23
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 30
with body meshes you can only use the ascii im/exporter. It seems so that you have worked with obj. files. They will be lost the bones and you can use this format only for objects.
danoLink to postposted: Fri Sep 16, 2005 7:12 am

Member since:
 2005-03-29
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I was working with .obj files. I tried the milkshape ascii format, but the body always comes out completely scrambled.

dano
PAFLink to postposted: Fri Sep 16, 2005 8:28 am

Member since:
 2005-07-14
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 85
You can use the milksshape ascii to do some editing(mostly adding parts) but they will only have one bone weight and will not morph.To use this import open the milkshape ascii file with notepad and delete all bone assignments that you did not assign a vertex to and change the number of bones to the number you are useing (most if not all game meshes start with 65 bones). The number of bones must stay a 2 digit number(01,02,ect.).Then in simpe import and choose add or replace depending on what you are doing.Do not change anything else.
SupertrampLink to postposted: Sat Sep 17, 2005 6:17 pm

Member since:
 2005-07-23
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PAF, when i import an ascii file i set the bones to "update". So you don´t have to delete the unused bones. I´m not sure whats the differnet between your method or mine. Maybe you know ?
theWulLink to postposted: Mon Sep 19, 2005 7:54 am
Avator for theWul

Member since:
 2005-09-19
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for .obj an import option "to only update vertices" (like the external MeshTool has) should do the trick for most skin-modding...
danoLink to postposted: Mon Sep 19, 2005 3:40 pm

Member since:
 2005-03-29
Posts:
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Thanks for the tips. I was able to get a good import by using the MS3D ASCII format and setting all the bone actions to update. I also noticed that the mesh I was replacing had two more bones than the new one, which was throwing off the target bones -- they were all referring to the wrong ones. Once I fixed that, it worked just fine.

dano


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