Note: Into ARF only appear into head because i only re-enveloped helmet XD, into airborne i re-enveloped whole body and helmet
After export symmetrical bugs?
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Deviss
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After export symmetrical bugs?
i re-enveloped both models and ingame look rare symetrical line :S
is possible fix it??
Note: Into ARF only appear into head because i only re-enveloped helmet XD, into airborne i re-enveloped whole body and helmet
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Note: Into ARF only appear into head because i only re-enveloped helmet XD, into airborne i re-enveloped whole body and helmet
- AceMastermind
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Re: after export symetrical bugs??
It looks like you didn't weld the 2 halves together leaving a border edge down the middle.
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Deviss
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Re: after export symetrical bugs??
and how halves them?? when i envelope say skeleton bla bla 2, i always put 1, and arms also have the same bugs, so you know how fix it ??AceMastermind wrote:It looks like you didn't weld the 2 halves together leaving a border edge down the middle.
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FragMe!
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Re: after export symetrical bugs??
What he meant was on the model the points (vertices) down the middle weren't joined together when you symmetrized the polygons creating a hard edge. Is the line down the middle of the helmut blue or yellow when you go into polygon select mode? This is assuming that you changed the model as opposed to just redoing the UV mapping.
If they are blue go into point select mode and box select (raycast select won't work as good as there maybe two points in one location and raycast will only pick one) the points in question the either do filter points with a distance setting of 0.001 or do a Weld boundry points/edges both can be found in the Model/Modify/Poly. Mesh menu
If it was just re UV mapped then try just moving the edge (middle joint) slightly to see if that chnages it.
If they are blue go into point select mode and box select (raycast select won't work as good as there maybe two points in one location and raycast will only pick one) the points in question the either do filter points with a distance setting of 0.001 or do a Weld boundry points/edges both can be found in the Model/Modify/Poly. Mesh menu
If it was just re UV mapped then try just moving the edge (middle joint) slightly to see if that chnages it.
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Deviss
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Re: after export symetrical bugs??
problem solved many thanksFragMe! wrote:What he meant was on the model the points (vertices) down the middle weren't joined together when you symmetrized the polygons creating a hard edge. Is the line down the middle of the helmut blue or yellow when you go into polygon select mode? This is assuming that you changed the model as opposed to just redoing the UV mapping.
If they are blue go into point select mode and box select (raycast select won't work as good as there maybe two points in one location and raycast will only pick one) the points in question the either do filter points with a distance setting of 0.001 or do a Weld boundry points/edges both can be found in the Model/Modify/Poly. Mesh menu
If it was just re UV mapped then try just moving the edge (middle joint) slightly to see if that chnages it.
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FragMe!
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Re: after export symetrical bugs??
0.000 won't necessarily do anything if the points are right on top of each other. 0.001 is the smallest you can go before 0
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Deviss
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Re: after export symetrical bugs??
oks, and not solved because airborne arms already have the lineFragMe! wrote:0.000 won't necessarily do anything if the points are right on top of each other. 0.001 is the smallest you can go before 0
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FragMe!
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Re: after export symetrical bugs??
post a picture of the unit problem area in XSI in polygon select mode
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Deviss
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Re: after export symetrical bugs??
FragMe! wrote:post a picture of the unit problem area in XSI in polygon select mode
Hidden/Spoiler:
EDIT: legs also
Hidden/Spoiler:
- DarthD.U.C.K.
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Re: after export symetrical bugs??
when you apply an operator (such was weld polys) xsi always loads the default settings (the distance 1)
that doesnt mean your changes havent been applied
that doesnt mean your changes havent been applied
- Maveritchell
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Re: after export symetrical bugs??
Sometimes the exporter does this regardless, even if you've set up your edges correctly. The best way to check against this is to go into "textured" (instead of "textured decal") mode, look at where you have those type of edges (they will become apparent) and then make an extra edge to help smooth the curve.
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Deviss
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Re: after export symetrical bugs??
so i must add edges for more smooth curves? well i am not expert on that but will try many thanksMaveritchell wrote:Sometimes the exporter does this regardless, even if you've set up your edges correctly. The best way to check against this is to go into "textured" (instead of "textured decal") mode, look at where you have those type of edges (they will become apparent) and then make an extra edge to help smooth the curve.
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Re: after export symetrical bugs??
I don't know if there's a better solution, but that's been the solution I've used for fixing the same problem you mention here, and it has worked well for me.DEVISS-REX wrote:so i must add edges for more smooth curves? well i am not expert on that but will try many thanks
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Deviss
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Re: after export symetrical bugs??
so is the better solution, so now i can make re-enveloped models in special re-fix ARF model XD, also filter polygons/points make it more little the model size not?Maveritchell wrote:I don't know if there's a better solution, but that's been the solution I've used for fixing the same problem you mention here, and it has worked well for me.DEVISS-REX wrote:so i must add edges for more smooth curves? well i am not expert on that but will try many thanks
- DarthD.U.C.K.
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Re: after export symetrical bugs??
NEVER filer polygons on swbf-models
it only works on "organic" polys with many polys
battlefront can handle much more polys than the shipped models have, dont worry
it only works on "organic" polys with many polys
battlefront can handle much more polys than the shipped models have, dont worry
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Deviss
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Re: after export symetrical bugs??
so sorry no polygons, edge/points mistake mine XDDarthD.U.C.K. wrote:NEVER filer polygons on swbf-models
it only works on "organic" polys with many polys
battlefront can handle much more polys than the shipped models have, dont worry
- DarthD.U.C.K.
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Re: after export symetrical bugs??
automatical reduction of vertexes/edges/polys generally doesnt work well on lowpolymodels
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Deviss
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Re: after export symetrical bugs??
so only filter points tool but any way arm and legs suck so i must learn add edge for more smooth curves :SDarthD.U.C.K. wrote:automatical reduction of vertexes/edges/polys generally doesnt work well on lowpolymodels
