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xxmasal22xx
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    « on: February 10, 2011, 01:37:55 PM »


    Hey there guys, xxmasal22xx here.

    I was starting to get into mkn64's method for vertexing/conform wrapping last night. He didn't explain what he was clicking on, and for a newbie to 3DSMAX like me, it was hopeless and VERY frustrating.

    If someone would do me a HUGE FAVOR and explain these steps, i would be greatly thankful.

    1. import brawl dae - i understand
    2. import ripped model - i understand
    ---------------------------------------------------
    3. set model transparent - WHAT?
    4. place both at x0.y0.z0W - WHAT?
    5. select the mesh you want to edit - WHAT?
    6. switch to vertex mode - WHAT?
    7. use the soft selection tool to stretch the wieght values of your model around the other model' - WHAT?
    8. once all is good run the conform wrap script - WHAT?/Where is this?
    9. touch up some nasty parts that got messed up - WHAT?
    10. export and double patch - WHAT?

    I need someone to explain these steps (3 - 10) to me and possibly post pics of the buttons that i need......

    Please respond ASAP so i can get on with vertexing and making awesome things for brawl.
    Thanx in advance,
    -xxmasal22xx
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    « Reply #1 on: February 10, 2011, 02:06:46 PM »


    Wrong section. The help is here : http://forums.kc-mm.com/index.php?board=11.0
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    xxmasal22xx
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    « Reply #2 on: February 10, 2011, 02:18:27 PM »


    Wrong section. The help is here : http://forums.kc-mm.com/index.php?board=11.0


    I know. This IS the vertex section though......it's a vertex question so it should be fine...right?
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    « Reply #3 on: February 10, 2011, 02:32:41 PM »


    I don't know. But if it's a wrong section, a admin sould be moved the thread.

    - Run the script by mariokart64n
    - Import the DAE
    - Import model ripper (if you want)
    - Modify you're vertex
    - Do a left-click on you're model modified and click over "Clone"
    - Select "Copy" and name the file "mod"
    - Move the Clone vertex
    - Select you're vertex and select "Morpher"

    - You can see empty, do a left-click and select "mod"
    - After, import the vertex with the script and take the Mdl0Offset
    - Return on the "Morpher" on the second empty.
    - Do a left-click and click on "H" and select you're vertex called "polygonXX"
    - Continue over you're vertex and click over the little bulb.
    Return on "Morpher" and here you have add the "mod" and "polygonXX", you can see the number "0.0", replace two by "100.0"
    - That done, don't should be affraid if the vertex are messed'up, it's normal.
    - And for finish, continue on the vertex script, uncheck "Read Offset from file" and do export and choose you're .mdl0.

    Sorry for the bad language, i have try to help you really fast.
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    xxmasal22xx
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    « Reply #4 on: February 11, 2011, 12:40:55 PM »


    I don't know. But if it's a wrong section, a admin sould be moved the thread.

    - Run the script by mariokart64n
    - Import the DAE
    - Import model ripper (if you want)
    - Modify you're vertex
    - Do a left-click on you're model modified and click over "Clone"
    - Select "Copy" and name the file "mod"
    - Move the Clone vertex
    - Select you're vertex and select "Morpher"

    - You can see empty, do a left-click and select "mod"
    - After, import the vertex with the script and take the Mdl0Offset
    - Return on the "Morpher" on the second empty.
    - Do a left-click and click on "H" and select you're vertex called "polygonXX"
    - Continue over you're vertex and click over the little bulb.
    Return on "Morpher" and here you have add the "mod" and "polygonXX", you can see the number "0.0", replace two by "100.0"
    - That done, don't should be affraid if the vertex are messed'up, it's normal.
    - And for finish, continue on the vertex script, uncheck "Read Offset from file" and do export and choose you're .mdl0.

    Sorry for the bad language, i have try to help you really fast.


    Wait...

    You can see empty, do a left-click and select "mod"

    click where?
    « Last Edit: February 11, 2011, 01:45:12 PM by xxmasal22xx » Logged

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    « Reply #5 on: February 11, 2011, 03:22:34 PM »


    Follow the written guide of MarioKart64ns Method
    http://forums.kc-mm.com/index.php?topic=13061.msg209472#msg209472
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    xxmasal22xx
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    « Reply #6 on: February 11, 2011, 03:28:18 PM »


    Follow the written guide of MarioKart64ns Method
    http://forums.kc-mm.com/index.php?topic=13061.msg209472#msg209472


    Yea i know, but that doesn't explain conform wrapping.......I am so confused right now.....Sad
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    « Reply #7 on: February 11, 2011, 04:52:45 PM »


    Click on you clone called "mod".
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    « Reply #8 on: February 12, 2011, 10:12:46 PM »


    Click on you clone called "mod".

    Ok, if i am trying to turn charizard into dragonite, using conform wrapping, explain that. That's what i needed explained in the first place.

    How do i conform charizard into dragonite's shape when using dragonite's model as the target?
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    « Reply #9 on: February 12, 2011, 11:48:00 PM »


    So that's what conform wrapping does -- make a vertex take the form of a model. Hmmm...

    I would like to this as well.
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    xxmasal22xx
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    « Reply #10 on: February 13, 2011, 10:48:36 AM »


    So that's what conform wrapping does -- make a vertex take the form of a model. Hmmm...

    I would like to this as well.

    Yea...it is. imma be conforming charizard's model into dragonite, as well as a model import.
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    « Reply #11 on: February 14, 2011, 04:53:45 AM »


    Conform Wrap is just a script he has. Google "3ds max conform wrap", I found it in a couple of seconds.
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    « Reply #12 on: February 14, 2011, 06:23:03 AM »


    Conform Wrap is just a script he has. Google "3ds max conform wrap", I found it in a couple of seconds.

    I know. I did that and got it too. But i need basically someone to explain the conform wrapping steps 1 by one with pics....
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