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one
15th Jan 2012, 01:51 AM
My hair mesh always says it is exceeding the limitation amount of size, for example if I got a hair mesh worth of 15,000 polygons...etc. (don't know how to call it) and I don't want to use existing hair mesh that contains like 6000 and limit my import, how do I import exactly 15,000 so I don't lose my definition of the mesh? Using TSRW btw.

HystericalParoxysm
15th Jan 2012, 10:00 AM
15k polys for a hair mesh is -insane- unless the thing is shaped like a giant swan in flight juggling half a dozen pineapples stuck to the sim's head or something. There really is no reason to go that high in polys, when you can get something that looks just as good by using your polys wisely, exactly where you need them and limiting them where you don't.

BloomsBase
15th Jan 2012, 05:00 PM
The error is not related to the ammount of polygons your trying to import, you can import wat you want in tsrw.
Make sure your mesh is based on a original basegame mesh and that it is boneassigned

one
16th Jan 2012, 04:29 AM
"Make sure your mesh is based on a original basegame mesh and that it is boneassigned "
Okay, so you mean the mesh that I had made from nothing will not be correctly done? Also, using a base mesh...you mean I cannot add a new mesh other than moving along the same original mesh to other shapes? That would seem to be impossible. I would like to learn more about bone assignment, that's the very part I am quite confused and is very important to my hair creation. Any bone assignment tutorials for long hair? Thank you in advance.

I see, 15,000 polys not good, but not sure how I call it because as I said - I don't know is it vertexes, polys or whatever.

BloomsBase
16th Jan 2012, 11:51 AM
In tsrw you usually clone a object.
Export the meshes of that clone and use it as base in Milkshape.
You can delete the meshes in Milkshape and create your own, that is not a problem.
But you need to import it first as you need the skeleton wich allows you to assigne your mesh to the joints.
A simple non animated objects is often assigned to bone f001.

Under Tools/SelPolyCount you can view the ammount of polygons your mesh has.

one
16th Jan 2012, 01:24 PM
Is there a detailed tutorial for bone assignments? Thank you.

Elexis
25th Jan 2012, 01:28 AM
Is there a detailed tutorial for bone assignments? Thank you.

As far as I know - no, there's no such tutorial. It's not something you need to write tutorial for, assigning bones is just the repeated one step: you select a vertice, go to the Vertex> UniMesh Bone tool, write down the bone numbers and percents for them and click OK.
There's no universal ways to explain HOW to choose which vertices should be assigned to which bone and by how much; it depends on the individual mesh. The best way to do it right way is to look how are assigned similar EA meshes and just trying to assign yours the same way.