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Lab Assistant
Original Poster
#1 Old 27th Jun 2010 at 4:33 AM
Default Problem with seams when exporting .geom - Sims 3
Well, I'm working on a new hair mesh. Everything was going fine, but then I wanted to test it in game (it's not finished yet). Did everything, Sims 3 Extra Data Tool, assigning bones, mesh comments, and blablabla, but then I tried to export it, and I got the following error:

ERR: You cannot export this mesh.
You must split the seams first.


I tried everything I thought of, Unweld, Unweld Radial, but they will just screw it up. And the weirdest thing is that it sometimes randomly works. So, I think it's something wrong with the plugins.. Or it dislikes me.. or I'm doing something wrong. (most likely this lol)

I use 3DS Max 2011.

Thanks SO much in advance!!!

EDIT: Dammit, right after starting this thread I found out reducing the poly count would do the trick. But I still want to know if there's other way to fix the 'must split seams' problem. :p

If you love something, let it go. If it comes back to you, it's yours. If it's run over by a car, you don't want it.
Pettifogging Legalist!
retired moderator
#2 Old 27th Jun 2010 at 5:48 AM
The creator issues forum is for questions about upload moderation and such – not for technical help. For help with creation, please use the Create forums.

I'm moving this to Meshing, someone there will hopefully be able to help you along.

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Alchemist
#3 Old 27th Jun 2010 at 7:13 AM
Quote: Originally posted by savio_araujo110
I use 3DS Max 2011.

But I still want to know if there's other way to fix the 'must split seams' problem. :p


Every place where your UV map has a 'seam" (gap between one shell and another), the vertices need to be split (one vertex for the border of one shell, a separate one for the other shell). In Maya, this is pretty simple, split vertex, but I don't know what the command is called in 3DS Max, although while the two programs are quite similar in functionality, the names of functions are quite different.

If you like to say what you think, be sure you know which to do first.
Lab Assistant
Original Poster
#4 Old 27th Jun 2010 at 4:22 PM Last edited by savio_araujo110 : 27th Jun 2010 at 6:31 PM.
Quote: Originally posted by plasticbox
The creator issues forum is for questions about upload moderation and such – not for technical help. For help with creation, please use the Create forums.

I'm moving this to Meshing, someone there will hopefully be able to help you along.


Oh, I'm so sorry! Thanks for moving it, anyway!


Quote: Originally posted by WesHowe
Every place where your UV map has a 'seam" (gap between one shell and another), the vertices need to be split (one vertex for the border of one shell, a separate one for the other shell). In Maya, this is pretty simple, split vertex, but I don't know what the command is called in 3DS Max, although while the two programs are quite similar in functionality, the names of functions are quite different.


Thank you so much! I've looked all over for how to delete/split mesh seams.. (I didn't know if that even existed lol) But now I'll try to look out for texture seams, and how to 'fix'/delete them.

Thanks again! And sorry for posting in the wrong area.

EDIT: YAYYYYYY! I found out how to fix it!!!! Just use Clean tool from Tools menu! (I mean in MilkShape! Don't know how to fix it in 3DS Max) I'm so happy now :3 I still don't know what was the problem, but that doesn't matter that much right now (I'm so embarrassed now.. it was so simple, and I spent the whole night trying to figure out what was going on.. :s)

Thanks everyone!!!!

If you love something, let it go. If it comes back to you, it's yours. If it's run over by a car, you don't want it.
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