Post by vainiuss1 on Sept 6, 2019 20:06:24 GMT
Warning prior 3ds max knowledge required. If you are not familiar with the program, I at least encourage to look up some basic tutorials on youtube, mainly on how to use and move stuff around and how to rig/paint weights.
This is not an in depth hand holdy tutorial, so be warned.
I suggest using 2017 x64 max but I heard other versions work too
1. Run 3ds max
2. Scripting>Run Script (it opens up a menu, put your script there and run it)
3. After running the script make sure use have "Import skin" checked and "Import LOD" unchecked (These should be on/off by default, but still you should look at it before importing a model/mesh)
4. Press on "Import* .MESH"(select your thing you want to edit, and wait until it imports it to 3ds, it might take a while)
(After import you should Right Click on the screen and press on "Unhide all" this will unhide the bone objects. For some reason the bones are hidden on import. Press Shift+H to toggle bone/helper object to be hidden as. Not a necessary step but just to make you aware of where the boners are)
OLD INFO Warning. If you edit the mesh by deleting polys you will need to do this step for the meshes that you edited.
Press on mesh, press File>export>export selected save it as .3ds format (don't press on the scripts export/import, you smootbrain jackass) then import the file by File>import, then add "skin warp modifier"
(how to use skin warp modifier. Scale down the falloff and distance infl. to a minimum, which is 0.001 and check "weigh all points" then press on "Add' box and press on the older mesh)
Select the old mesh, copy its name, either hide it/rename it if you feel like you might still need to use it or delete it and paste the name on the new one.
I still fell like there is lot of stuff I need to cover, but I can't recall atm
NEW INFO The script has a button called "Re-import submesh" it should fix the broken uwv's, this will do the thing/fix automatically but you'll need to pay attentions as to where the original submesh was.
5. Exporting. When exporting you will need to select every mesh, exporting takes a shit load of time... so yeah... When you press on the scripts export button, make sure to press on the right mesh file. After the export is finished there is a ~Done prompt.
That creates a file with a new file with ".NewMesh" extension, that is your file, if you want to use it just delete that extension of the name after moving/copying the file somewhere.
That should be it.
This is not an in depth hand holdy tutorial, so be warned.
I suggest using 2017 x64 max but I heard other versions work too
1. Run 3ds max
2. Scripting>Run Script (it opens up a menu, put your script there and run it)
3. After running the script make sure use have "Import skin" checked and "Import LOD" unchecked (These should be on/off by default, but still you should look at it before importing a model/mesh)
4. Press on "Import* .MESH"(select your thing you want to edit, and wait until it imports it to 3ds, it might take a while)
(After import you should Right Click on the screen and press on "Unhide all" this will unhide the bone objects. For some reason the bones are hidden on import. Press Shift+H to toggle bone/helper object to be hidden as. Not a necessary step but just to make you aware of where the boners are)
OLD INFO Warning. If you edit the mesh by deleting polys you will need to do this step for the meshes that you edited.
Press on mesh, press File>export>export selected save it as .3ds format (don't press on the scripts export/import, you smootbrain jackass) then import the file by File>import, then add "skin warp modifier"
(how to use skin warp modifier. Scale down the falloff and distance infl. to a minimum, which is 0.001 and check "weigh all points" then press on "Add' box and press on the older mesh)
Select the old mesh, copy its name, either hide it/rename it if you feel like you might still need to use it or delete it and paste the name on the new one.
I still fell like there is lot of stuff I need to cover, but I can't recall atm
NEW INFO The script has a button called "Re-import submesh" it should fix the broken uwv's, this will do the thing/fix automatically but you'll need to pay attentions as to where the original submesh was.
5. Exporting. When exporting you will need to select every mesh, exporting takes a shit load of time... so yeah... When you press on the scripts export button, make sure to press on the right mesh file. After the export is finished there is a ~Done prompt.
That creates a file with a new file with ".NewMesh" extension, that is your file, if you want to use it just delete that extension of the name after moving/copying the file somewhere.
That should be it.