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Meshmod: everyhing looks screwed up

Posted: Wed Feb 13, 2013 1:46 pm
by Runa
Hi there precious! :LOL:

I am experiencing a new problem and I'm pretty curious to see what the hell I am doing wrong and why this is happening.

I'm trying to make a meshmod, just a hoodie attached to Dante's upper body (yes, him again). In other words, I didn't remove anything, just added this shirt on his naked torso. The problem is that when I load the model in XNALara (and blender) this happens:

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This is what I've done exactly, in order (in 3DS Max)

1) I loaded both Dante and dancer guy from Dance Masters with the XNALara script

2) I removed the bones and meshes that I didn't need from the second model

3) I placed the empty hoodie with its bones on Dante, modifying it in order to get a similar shape

4) I linked all the bones (neck with neck, head with head, spine lower with spine lower, shoulder with shoulder and so on)

5) I renamed the hoodie's bones, so that they had a different name and didn't screw up the model in XNALara (it happens if you accidentally leave two bones with the same name)

6) When I finished I exported the test mod and loaded it into XNALara. The result is the one from the picture

7) I thought that maybe something went wrong and I could still have some bones with the same name, but I couldn't find them. I then decided to redo the base mod directly loading the hoodie from the game files again instead of the XNALara model. In that case I was sure that the bones had a totally different name from Dante's.

8) Again I placed the hoodie on him, linked the bones and this time I also removed pieces of meshes from Dante's body (the ones covered by the hoodie).

9) Exported again to make another test and loaded the model for the second time.

Well, I just got the same issue. Looks like the weights are a total disaster, or something happened to the vertex groups, I honestly have no idead. I already had such a problem, but usually it was due to a wrong bone naming or parenting and I could fix that with no troubles at all. This time I seriously don't know what the hell is going on. Any suggestion?

EDIT: Redoing it for the third time, switching from Max to blender and back in Max, solved the problem. I did the parenting in blender, exported the mod and reimported it in Max where I added missing linking, lightmaps, removed seams and other stuff. It looks like 3DS tends to screw everything up when you parent some bones together, I don't really know why this program likes trolling me so much. Anyway, gonna leave this thread here in case somebody else will experience this or a smilar issue in the future.

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Re: Meshmod: everyhing looks screwed up

Posted: Fri Feb 15, 2013 4:08 pm
by thePWA
You make Dante look good. Great job and great fix!

Re: Meshmod: everyhing looks screwed up

Posted: Sat Feb 16, 2013 2:24 am
by Runa
Thanks! Really, I'd like to know what happened there XD but at least now it's fixed.