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3ds Max Mirroring Problem


skirmish

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Posted

This is my second armor I've ever made, and the first one I've ever tried to do completely on my own. What I wanted to do was mirror one side over to the other, like i've always done in Blender. (I'm new to 3ds max as well) But I'm getting this problem on the right arm.

 

For some reason, even though all of my points along the middle are at 0 on the x-axis, it's not mirroring correctly. Any idea what I'm doing wrong? Is the CBBE mesh not perfectly symetrical? Maybe it's the skeleton doing this? Is there maybe a way to check to see if in fact all of the center point are at 0 on the x-axis?

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Posted

Mirror modifier.

 

I checked, and origin is at 0,0,0.

 

What's the different between a modifier or the button at the top? So far I've just been importing from blender and then touching up in 3ds using only modfiers and soft selection.

 

edit:

 

Tried both ways. The only difference I saw was that it turned the original side inside out. The arm was still clipping.

Posted

The button is quick and simple in what it does and can do. It uses the objects pivot point as its basis for the mirror.

 

The pic i posted assumes that is how you were doing it.

 

This pic is for the modifier.

 

 

6bf5a18508c8ff8c30d13e7ca28f53a5c3d5e749

 

 

You can change were it mirrors 2 ways

 

1 change the offset (lots of fine control)

 

2 expand the mirror modifier click mirror center, move it in the view port (more flexibility)

 

Posted

it has to be the skeleton. it worked fine in blender with no skeleton attached to the body. I just i'll just have to bend the arm over a little bit, unless there's a way to edit the skeleton in 3ds max for future armors, without screwing up animations.

Posted

alright, my brain is about to implode. did i somehow get a screwy skeleton or something? i imported female hands for glove positioning and i got this.

 

There has to be something i'm missing.

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Posted

How did you import the skeleton.

 

A pointless question but i asked any way.

 

To set your scene properly first import a skeleton "import skeleton" box checked

then import your body/armour/hands/feet with the "import skeleton" box un-checked

Posted

I imported the body with the skeleton together, otherwise, I couldn't get the body to attach to it and it would always be offset.

Posted

I know, that's why it was a pointless question.

 

when you import the body with the skeleton box ticked only the bones the body use are created.

So hand/fingers/feet are not present, the way i explained earlier is the correct way to do it.

 

I've never had any attach/offset problems.

Posted

Yes, the import skeleton box was checked. I'll try again though. Also, Caliente said not to use the bodies from the archive, but I've tried with the bodies from the mod, and from the option files from the download page. :/... I'll try again though.

 

EDIT:

 

Picture 1: Importing a vanilla mesh with skeleton settings. Deleting original mesh leaving only the skeleton.

Picture 2: Importing only CBBE body, no skeleton.

Picture 3: Body doesn't match to skeleton, though, hands and feet will match just fine. The arm are more symetrical this way, but they're still off, but the entire offset is off so much you can't use it.

Picture 4: Start over. Import CBBE with skeleton. Looks fine, but the arms are different lengths.

Picture 5: Import hands, With the arms being screwed up, it squishes the hands.

 

I'm lost. Would it make a difference that I'm using CBBE 3.2? Maybe you could upload your version and I could test that out?

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Posted

Okay. Thank god. I think I finally got it figured out.

 

Import body with skeleton. Delete body. Re-import without skeleton. It's offset, but when you click editable mesh, add a smooth modifier and delete BS dismemberment, and it won't shift when you deselect it. The arms are no longer screwed up. I can finally get this jester costume finished and start texturing!

 

EDIT: Never mind. There's a gap between the arm and the hand in game now x.x. I'm so tired of this. I just want to make stuff T-T.

Posted

http://www.mediafire.com/?udskwrrh3t8614l

 

cbbe slim tbbp has head, feet, hands, body and uses dragonfly's skeleton imported on top of xp32's (xp's was not good for rigging) so has every bone that exists for skyrim. 

 

The max file is for 2012, and don't let the way the skeleton looks confuse you. Also the skeleton might be hidden.

 

You can just delete the body/hands/feet and import any other one (remember to un-check the skeleton box when you import)

 

 

..animations won't work on it due to the stacked import of the skeleton, but i just move the skeleton by hand to check weights..  

 

I think that's everything... I mostly use this scene 90% of the time, and just swap bodies in and out.

Posted

Yup. It's not happening. Same things happen. Delete your body, import CBBE curvy 0 weight, no skeleton, it's offset. Import with skeleton, hand gets smashed. There has to be a step I'm missing somewhere. My import settings are correct, right?

 

EDIT: I'm also using 2012. And body type doesn't seem to make a difference.

Posted

Those settings don't seem to make difference. And the only difference between your skeleton and the default are that now the feet get squished as well.

Posted

I fixed it. FInally. Works in game with no distorting.

 

What I did was import cbbe body with skeleton, click edit mesh (the mesh moves, but distorting disappears), click move tool, copied down the distance it moved, which was y: -2.544 and z: 3.288. Then I made a new file, imported vanilla skeleton by itself, imported cbbe body without a skeleton, moved it the body manually, and locked it down with a smooth modifier (things got really touchy at this point, had to click things in the right order to get it to work) exported to nif, re-imported, everything looks fine and nothing moves, so i exported to a nif one last time to use as a base. everything seems to line up right in game and in 3ds max.

 

Now I just need to finish mapping my model and touch up some weights so I can texture. So glad I got this sorted out. Thanks for helping me out.

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