Need Help Vertexing ZSS's Gun

Started by Aafyre, September 11, 2010, 05:26:41 AM

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I need to turn ZSS's gun into a leek for my Hatsune Miku vertex, and I thought Winry's wrench might be a good place to start. However, I must be doing something wrong.

I exported the gun's mdl0, bress file, and the vertex set I want, and I converted to DAE as normal. Then I brought it all into 3ds max as normal, and I vertexed it as normal. But when it comes time to do the morphing, when I pick the imported vert set from the scene and move the slider to 100, the gun reverts back to normal.

So there must be a special way to vertex the gun that's different from vertexing ZSS' actual body, and that's what I need to know. The sooner someone can tell me what I'm doing wrong, the sooner I can release the updated version, which btw will include the following:

1 version with the creepy chibi "ouch" face
1 version with a more normal "ouch" face (for all you haters)
A headset microphone and those pink squares holding her hair up that are visible from all angles
A leek instead of her gun

On a side note, I could also use some help with her fsmash eye texture, because I can never put those on properly. Thanks in advance.

To vertex the gun I had to something different. I morphed into the vertex set before editing, but first set the rotations to 0. The gun's scale is very different than the ZSS' scale. You should notice that it's considerably larger than ZSS in 3ds Max.
So anyway, after rotating and morphing, do collapse all, then you're free to edit as you like. You don't need to morph anymore, you can export the verts while you have the polygon selected. What you see in Max is what you get on ZSS.



Oh, and another thing. Am I supposed to do anything in like the bones or something to keep the gun from transforming when she uses it as a whip?

Quote from: Aafyre on September 11, 2010, 04:56:43 PM
Oh, and another thing. Am I supposed to do anything in like the bones or something to keep the gun from transforming when she uses it as a whip?

If you're using the wrench as a base, you don't have to worry about it. The 2 polygons I used for it never move. I'm not sure which other polygons are static though.