View Full Version : finding vertexes
shifty157
08-30-2005, 22:12
Im using 3dsmax 6.0. Is there a why to find a specific vertex without going through each and every one? Ive looked but i couldnt find anything.
thanks.
What do you need to find it for? I presume there is either an issue with exporting a CAS file, or a problem with the animation. Both require a very different approach
shifty157
08-31-2005, 01:36
Yes its for exporting a .CAS file. A vertex is not attached to a bone. It tells me the vertex. I just cant find it.
SirRethcir
08-31-2005, 06:56
-select Mesh -> Skin -> Envelope
-open Weight Table
Here you can find every single Vertex and you can easily attach it to a bone.
My vertex question:
https://forums.totalwar.org/vb/showthread.php?p=905381#post905381
:help:
one tip is when you start weighting a mesh to select the torso first and weight all the vertices to that. Then go on to do the rest. At the end select torso again and all the vertices you missed will be highlighted (also then there's no way a vertex won't be associated with a bone)
shifty157
08-31-2005, 19:50
Thanks guys that was a real help. However the .CAS exporter keeps complaining that the vertex is not weighted to a bone even though i have reweighted it to that bone and others several times.
are you clicking on it to select or dragging the selection box over it? I know sometimes I have done that and it doesn't select both verts if they are sat on top of each other? just a thought.
shifty157
08-31-2005, 20:57
Nope i always drag across so that i get both. Regardless the problem vertex is on its own and doesnt have a pair. I have even deleted the vertex and created a new one just to see what would happen (the new vertex having a new number) but the same number vertex keeps causing a problem. Ive checked the weight table and i cant say this for certain but it doesnt seem to be updating if i delete the vertex or change its bone. And it wont let me edit the absolute values in the weight table either. This is driving me crazy because the model is complete and ready for export except for this one problem.
On a quick side note how do i install the .DDS plugin for Paint Shop Pro 8.0?
blindfaithnogod
08-31-2005, 22:30
is everything 1 editable mesh? (besides weapons and shields, which are separate) with the skin modifier on top? if not attach all other meshes to the body, then reweight the vertices. this is how i do it. you could also parent meshes to certain bones. although im new to modelling and i'm not sure how to do that.
maybe some on here could tell us both ~;)
Send me the model Shifty, I'll take a look. Can't think what it is really.
Blindfaith if you open the schematic view (icon with two yellow boxes on top of each other in top right) you'll see the various models in the scene. Two icons on the top left of this screen show two boxes linked and two with a broken link. If you click the linking one you can then drag eg. primary weapon onto right hand bone to link it. The other one breaks links on selected objects.
Vercingetorix
09-01-2005, 08:09
Try this.
1) Select the mesh.
2) Goto the skin modifier and click "Edit envelopes". Make sure "vertices" is checked.
3) Select all the vertices of the mesh in the viewport.
4) Scroll down until you see "Weight properties"
5) Make sure "rigid" and only "rigid" is checked.
6) Try to export.
I find this usually fixes any misbehaving vertices.
shifty157
09-01-2005, 22:01
Ok i finally got it working although now i stuck with another problem. I saved the mesh and then imported a fresh .CAS from vanilla. I deleted the vanilla mesh and imported my own and reweighted all of the vertices. I exported it and it worked beautifully. However i forgot to fully delete the original vanilla mesh. I deleted all of the faces and vertices but i didnt delete the object so now if i try to import the .CAS i get an error from the importer saying that the mesh (elephant) "has no texture vertices". So now im stuck. I cant import the file into max.
Verc since its your exporter i think you would have the best chance of solving this?
It references this block of code:
buildTVFaces newObj
ind = 0
for k=1 to numfaces do(
ind += 1
SetTVFace newObj ind mesh1.faces1[ind]
--SetVCFace newObj ind vc1[ind]
and in specific it highlights the line "ind = 0".
Vercingetorix
09-01-2005, 22:28
I'm not sure I follow, what happened to the file that you exported from? Can't you just delete the object and re-export? If not email me the file (vercingetorix11@gmail.com)
shifty157
09-02-2005, 01:29
I sent you the file with hopefully a more understandable description of what happened. Thanks for your help.
Hey Shifty,
Sorry for opening up this thread again, but i'm having the same problem you did....uh.. 2 years ago :P
Did you get it fixed?
(the problem i'm reffering to is BuildTvFaces)
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