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Author Topic: ?uestion's Model Garage. Grim released 8/28. Feedback appreciated.  (Read 49691 times)
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?uestion
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    « Reply #105 on: August 28, 2013, 06:49:42 PM »


    Thanks! And yeah go ahead. And if you want, you could try to make it more like how he was in the show, but whatever you like. The anime-like style is kind of odd...
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    « Reply #106 on: August 28, 2013, 07:08:19 PM »


    Question, ?uestion. lol. How do I import a model that won't stop crashing BB when I try? It's rigged semi-properly, I included all the bones in skin modifiers, etc. And I get "index out of bounds."
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    ?uestion
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    « Reply #107 on: August 28, 2013, 07:14:34 PM »


    When selecting the options for importing the model, make sure all of the options that say "Float" are selected. They should be the three on the top left. This should fix it.
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    « Reply #108 on: August 28, 2013, 07:51:39 PM »


    Thanks, I'll give it a shot!
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    « Reply #109 on: August 28, 2013, 08:14:04 PM »


    Thanks, I'll give it a shot!

    Either that or check to make sure you've added every bone and didn't delete ones you have no need for before importing into BB.
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    ?uestion
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    « Reply #110 on: August 28, 2013, 09:31:13 PM »


    Either that or check to make sure you've added every bone and didn't delete ones you have no need for before importing into BB.
    That's a valid point. Make sure every polygon of your new model has every bone under the "skin" modifier, and make sure you only have the bones, and none of the polygons.
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    « Reply #111 on: August 28, 2013, 09:35:27 PM »


    Thanks, I'll give it a shot!

    Continuing off on what ?uestion stated, make sure to just delete/remove any possible polygon in the side box of the "Add Bones" section. That way, you won't have to re-rig the model all over again.
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    « Reply #112 on: August 29, 2013, 05:42:06 AM »


    Continuing off on what ?uestion stated, make sure to just delete/remove any possible polygon in the side box of the "Add Bones" section. That way, you won't have to re-rig the model all over again.

    It's the strangest thing... No matter what I do, it consistently crashes when trying to import his face. D:

    I checked and double checked everything on it, and everything's fine. I guess BB is just being a [censored]. Tongue
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    « Reply #113 on: August 29, 2013, 07:19:15 AM »


    It's the strangest thing... No matter what I do, it consistently crashes when trying to import his face. D:

    I checked and double checked everything on it, and everything's fine. I guess BB is just being a [censored]. Tongue

    What are you importing exactly?
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    « Reply #114 on: August 29, 2013, 07:30:18 AM »


    This OBJ:

    http://tf3dm.com/3d-model/cooler-60906.html
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    ?uestion
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    « Reply #115 on: August 29, 2013, 09:18:41 AM »


    So after you finished rigging, you cut the skin modifier from your import, and ran the "detachbyid" maxscript. Then you pasted the skin modifier back on all of the meshes, and exported it as a .dae. Right?
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    « Reply #116 on: August 29, 2013, 09:26:12 AM »


    Mope, it was already detached somewhat. I didn't use detach by ID at all, I just renamed the parts.

    Actually, using detachbyID throws an error in the script.
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    ?uestion
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    « Reply #117 on: August 29, 2013, 09:55:23 AM »


    Well that's probably why you had the problem with different polys breaking apart. That's weird... If you want, I could take a look at it for you.
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    « Reply #118 on: August 29, 2013, 09:57:27 AM »


    I sent it to Nano, he'll take a look at it. Grin Thanks anyway.

    If he can't figure it out, then I'll send it over.

    And excuse me while I check out Grim.. Grin
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    ?uestion
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    « Reply #119 on: August 29, 2013, 10:04:43 AM »


    Alright just let me know if you need anything  Wink
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