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Author Topic: My Dae Model Doesn't Have a Skin?  (Read 1994 times)
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ToddL
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« on: August 03, 2012, 02:34:31 AM »


Following Kit Ballard's model importing tutorial I'm instructed to to right click and work with the "skin" under the modify tab in 3dsMax.  You can see the tutorial here:
BrawlBox v0.65 Tut - Quick and Dirty Importing
  The part I'm talking about is around 2:30.
The problem is that my model doesn't have one of these "skins"... (I know next to nothing about 3d modeling, if it's not obvious.)  My model is a model that I made from scratch in Google Sketchup Pro 8 and then exported as a .3ds file.  I then imported it into 3dsMax 2010.  Why doesn't it have a skin? :/
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    « Reply #1 on: August 03, 2012, 09:42:43 AM »


    You have to add a Skin Modifier.
    On the right side, pull down the Modifier list and scroll down to Skin.
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    ToddL
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    « Reply #2 on: August 06, 2012, 02:48:01 PM »


    Alright, I made the skin and then moved on in the tutorial.  I'm now having a problem when trying to use the Detach by ID script.  When I drag the script in and run it I get an error that says "--Unable to convert: ReferenceTarget:ReferenceTarget to type: Material".

    Does this mean I did something wrong?  I feel like there hasn't been much to mess up on, so far...Unless it's something I did when making the model.
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    Exorcist
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    « Reply #3 on: August 06, 2012, 02:49:46 PM »


    Detaching the objects should be the first thing you do.
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    ToddL
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    « Reply #4 on: August 06, 2012, 06:46:17 PM »


    Detaching the objects should be the first thing you do.
    You're saying I should detach the objects and then create the skin afterwards?
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    Exorcist
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    « Reply #5 on: August 06, 2012, 07:38:44 PM »


    Yep.
    I think messing with the materials before detaching screws it up too, so don't do that.
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