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Geek Culture / Modelling question, help requested

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Trowbee
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Joined: 12th Apr 2003
Location: United Kingdom
Posted: 19th Nov 2006 22:51
Firstly, I can use 3DS Max 7 or Milkshape. However, I'm not terribly proficient at them. Kind've sucks, when I need to do an assignment in 3DS Max.

So, my assignment involves animating a character of my choice - my choice being Mario 64. I have a model, exported from nemu64, as a VRML file. It isn't against the rules of the assignment to use a pre-existing model, as long as I can justify using it, so please don't think I'm trying to cheat the assignment .

So, my question (and pardon any incorrect terminology, I'll try my best):
The model that nemu64 exports, the vrml file, is not a single model - but rather about 30 sub-objects grouped together. The verticies within each of these are all connected, but the points at which these sub-objects lie next to each other, they do not. It makes it hard to manipulate and animate the model without tearing.
So, can anyone experienced enough with either modelling package (or even Maya, as I believe they have that at Uni too) explain to me how to save the Mario object (all 30 sub objects) as a single object.
I can, on request, upload the Mario model if it will be easier to look at the problem.

Apologies if this makes no sense. I'm watching Lord of the Rings at the same time. But if anyone can help me, I'd greatly appreciate it.
CattleRustler
Retired Moderator
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Location: case modding at overclock.net
Posted: 19th Nov 2006 23:11 Edited at: 19th Nov 2006 23:12
I dont claim to be a 3d modeller in any sense of the term but I am fairly certain that you can "group" the individual objects to be treated as one.

Hopefully some of the talented modellers around here can affirm, and explain further.

good luck

RUCCUS
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Location: Canada
Posted: 19th Nov 2006 23:56
Aye, that'd be in the "Group" tab at the top of max . Group > Add to Group.

Trowbee
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Location: United Kingdom
Posted: 20th Nov 2006 00:18 Edited at: 20th Nov 2006 00:20
hah, I evidently did not explain myself in the way I should have. But thanks anyway.

Grouping like that is not a problem. The problem is once grouped, I cannot manipulate vertices (the buttons are all greyed out).

I'll attach a model so people can see what I mean.

You can see in that, for example, the hat is a separate object. Infact its about 3. When I group through "Add to group", I can't do anything with the vertices to weld them together. And if they're not grouped, I still can't weld them together.

EDIT: oops, wrong model uploaded. Should be ok now

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Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 20th Nov 2006 01:05
I'm afraid I am not a Max user, but this sort of this is a pain in the but for me in Cinema 4D, but works perfectly in Hexagon (In hexagon, I select to object, edge mode, select an edge from one object and an edge from another and can manipulate both together and also I can join them together with a weld. For Cinema 4D if its a low polygon object I just copy the vertices from one object and paste them into the other and join them up, but I'm sure there are much much much better and more efficient ways, but being self taught as I am, it takes time to discover it

"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
Trowbee
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Location: United Kingdom
Posted: 20th Nov 2006 01:28
Thanks for the replies, but I found a way of doing it.

Instead of trying to convert the entire model to a single object or editable meshes, I found another edit poly method.
Rather than right click the model and convert to editable poly, I selected everything and in the modifiers chose "edit poly" which, so long as its the first modifier, seems to work as I want.
Kenjar
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Location: TGC
Posted: 20th Nov 2006 16:06
If there are numerous subobjects grouped then programs like 3D Studio Max and Blender can animate the groups as a single object, but as you pointed out this can lead to artifacts.

Personally, what I would do is load this object into Milkshape (I don't own 3D Max, I used to use version's 3, 4 and 5 professionally at work) and simply join the various vertex's. In milkshape just select the two vertex's you want joined and hit ctrl N. I don't know how complex the model is, but if it's an N64 model, then it's likely to be very low poly. It might be a little time consuming, but in this way you will end up with a single, whole mesh that a bone structure can be applied too, and linked with the model in Milkshape 3d then freely animated in any way you choose.

I know you've found another method, but if that method doesn't work for some reason, that is how I'd go about it.

I lay upon my bed one bright clear night, and gazed upon the distant stars far above, then I thought... where the hell is my roof?

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