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Shinobu Nyan!
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    « Reply #7215 on: December 12, 2012, 03:13:28 PM »


    I would play with that model. ** interpret that as you want**
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    « Reply #7216 on: December 12, 2012, 03:30:10 PM »


    @ Randomizer:
    That is because brawl can't handle materials created from submaterials. So, you need to separete models by texture.
    Rigging separate objects does not necesarrily create gaps, you can fix that by weighting the vertices that should be together to the same bone.
    However It is easier to rig a single object, in most cases.
    And there is in fact a way to separate objects after already rigged. I know some rigging tricks, like attaching, detaching keeping rig, moving objects to other bonesets etc.

    If it is easier for you to rig as a single object do so, and separate them when you are done. Just clone the object and delete accordingly. Lets say his wings need to be detached from the main body. You clone the body and call it wings. On the body object delete the wings, and on the wing object delete the body. All this with the Edit Mesh/poly below the skin modyfier. Good luck with Bahamunt, seems to be giving you trouble, I hope you manage to pull it off.

    That makes a lot of sense, actually. What do you mean by "cloning" the object? I know nothing regarding that, so once I rig it, I'll let someone do the detached objects for me since I don't trust myself to do it.
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    « Reply #7217 on: December 12, 2012, 06:32:48 PM »


    That makes a lot of sense, actually. What do you mean by "cloning" the object? I know nothing regarding that, so once I rig it, I'll let someone do the detached objects for me since I don't trust myself to do it.
    In 3ds max you can select an object(s) and right click and select clone. Make sure copy is the selected button in the popup window. Highlight everything you want to separate, then right click and hit detach. When cloning make sure the skin modifier is off, then turn it back on after it's cloned.
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    « Reply #7218 on: December 12, 2012, 06:54:21 PM »


    In 3ds max you can select an object(s) and right click and select clone. Make sure copy is the selected button in the popup window. Highlight everything you want to separate, then right click and hit detach. When cloning make sure the skin modifier is off, then turn it back on after it's cloned.

    Thanks for the explanation! Is there a reason why the vertices separate when blending even though it's a single object?  That shouldn't be happening.
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    « Reply #7219 on: December 12, 2012, 07:37:01 PM »


    Collab with SJS. Juri over Shiek


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    « Reply #7220 on: December 12, 2012, 07:42:04 PM »


    Collab with SJS. Juri over Shiek



    I've been watching his portrait thread Tongue
    Can't wait to see more Awesome Face
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    « Reply #7221 on: December 12, 2012, 08:02:36 PM »


    Thanks for the explanation! Is there a reason why the vertices separate when blending even though it's a single object?  That shouldn't be happening.
    It can happen, it's making the object equally weighed on the bones. If it means leaving an empty space it will still happen. It's happened to me, when rigging arms especially.
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    « Reply #7222 on: December 12, 2012, 08:14:56 PM »


    Thanks for the explanation! Is there a reason why the vertices separate when blending even though it's a single object?  That shouldn't be happening.
    It means those verts arent connected together. It can be the same object, but separate elements.
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    « Reply #7223 on: December 12, 2012, 08:26:31 PM »


    It means those verts arent connected together. It can be the same object, but separate elements.
    Glad I was corrected, thank you.
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    « Reply #7224 on: December 12, 2012, 08:30:22 PM »


    Why are the vertices separating/forming gaps when it's only a single object rig?
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    Gamma Ridley
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    « Reply #7225 on: December 12, 2012, 08:31:48 PM »


    Because they aren't welded.

    Weld them.
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    « Reply #7226 on: December 12, 2012, 09:15:37 PM »


    It can happen, it's making the object equally weighed on the bones. If it means leaving an empty space it will still happen. It's happened to me, when rigging arms especially.

    What do you do in that situation?

    Because they aren't welded.

    Weld them.

    That simple, huh?  Wasn't aware of that.

    Post Merge: December 12, 2012, 10:40:36 PM
    Weird, there's no option called "detach" when right clicking the object...what the crap?
    « Last Edit: December 12, 2012, 10:40:36 PM by the_randomizer » Logged

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    « Reply #7227 on: December 13, 2012, 03:50:10 AM »


    What do you do in that situation?

    That simple, huh?  Wasn't aware of that.

    Post Merge: December 12, 2012, 10:40:36 PM
    Weird, there's no option called "detach" when right clicking the object...what the crap?
    lmao xD

    go to the modifier tab, and add "Vertex Weld" and set it to 0.01 or 0.001.. u may have to fix ur rig back up tho after doing that.

    anyways... started revamping great bay... its starting to get that "melee" feel to it now
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    « Reply #7228 on: December 13, 2012, 03:51:56 AM »


    lmao xD

    go to the modifier tab, and add "Vertex Weld" and set it to 0.01 or 0.001.. u may have to fix ur rig back up tho after doing that.

    anyways... started revamping great bay... its starting to get that "melee" feel to it now


    Lol the moon looks kinda like he's shooting laser beams out of his eyes onto the bay.
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    « Reply #7229 on: December 13, 2012, 04:01:56 AM »


    anyways... started revamping great bay... its starting to get that "melee" feel to it now
    About damn time. Im srs here
    Lol the moon looks kinda like he's shooting laser beams out of his eyes onto the bay.
    Were all doomed! Oh shi~
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