Youwish1 Posted May 30, 2015 Share Posted May 30, 2015 Hey-ho . So i just got myself 3ds max 2012 and i want to make some hair ribbons by using assets from TBBP ribbon armor. but the outfit comes with complete meshes, the ribbons aren't separate. What i'm wondering is, am i able to cut them out of the mesh so they are a single unit and not attached to 3 others parts?. Here what it looks like in 3ds max Reeeeaaally want to turn the ribbons into hair pieces D: Link to comment
Gameplayer Posted May 30, 2015 Share Posted May 30, 2015 ? Well Im sure that there is, I know there is for Blender but that doesn't help you. The other thing is though you could or should easily find a tutorial on YouTube on how to either separate pieces or just make ribbons. Shoot I know there is a tutorial for making ribbons in Blender was really easy took me like 15 minutes. Link to comment
Youwish1 Posted May 30, 2015 Author Share Posted May 30, 2015 ? Well Im sure that there is, I know there is for Blender but that doesn't help you. The other thing is though you could or should easily find a tutorial on YouTube on how to either separate pieces or just make ribbons. Shoot I know there is a tutorial for making ribbons in Blender was really easy took me like 15 minutes. Well i have blender to and i couldn't really find anything on separating meshes... Link to comment
FastestDogInTheDistrict Posted May 30, 2015 Share Posted May 30, 2015 Okay - *this* I think I can help with... I frequently use pieces of an armour in different ways to the original Vanilla. I had to learn how to do this (I kinda stumbled across it by accident while breaking things in 3dsMax2012, not long after I started making armours) in order to be able to add vertices to low-poly armours to deal with the curvy SeveNBase upper body, but somehow not break Bethesda's Vanilla skirt weighting (which is a real pain to try and fix if you break it - to the point where I really can't). I eventually learned that I could use the same kind of technique to use assets from one armour in another without breaking the weighting. However, for this you'll be re-weighting the piece to new bones so that past part won't be 100% important, but part of the technique I use is the same... Now, if you are new to 3dsMax and clothing modding, I REALLY WOULD SUGGEST checking out Nightasy's excellent tutorials on YouTube. Watch the first dozen or so (they're short, don't worry), and make sure 3dsMax & NifSkope are all set up correctly. Open 3dsmax, Import your mesh, click the body mesh - not any or the armour, just the body - to select it, and hit "Delete". > Now, select your armour. > Click on "Editable Mesh" in the panel on the top right of the sidebar, then hit the drop-down arrow above that little panel to bring up the "Modifier List". > Scroll down to "Smooth". > Click on it, then click on "2" in the "Parameters" panel below. > Click on "Editable Mesh" in the panel at the top right of the sidebar. > Look at your ribbons & decide which parts you want to keep, which you want to junk. > With "Editable Mesh" still selected, select "Polygon" from the "Selection" options further down the right sidebar (*you can also use "Element" to select large chunks at once, but try polygons first to get the hang of it). > Now click on your mesh to select the polygons you wish to remove. Selected polys should appear as a bold red on your display. Hold down CTRL while clicking to keep selecting more polys, press ALT while clicking to deselect. You can press F4 to toggle the "wireframe" mode on or off. If you make a mistake, remember CTRL+Z can be used to undo. > Once you have selected all the parts of the mesh you want to junk, move your cursor over to the right sidebar & find the "Edit Geometry" box. With the polys you want to junk still selected, press the button labeled "Detach". This will detach the polys you selected into a new object. > Once you have detached the polys you want to junk into a new object, select this new object & hit "Delete". > You should be left only with the piece of armour you want to keep - in this case a ribbon - with all its original properties intact (more or less), which you can export as a new .nif file. When you make your hair mesh, you can then import this .nif and use the pivot to move & position it wherever you want as a new object in your mesh. I keep my armor pieces imprted this way as separate objects in the new mesh as I do not know how to combine them while keeping their textures & UVs properly intact - this measn I can only do relatively simple meshes this way, otherwise I end up with a .nif with so many moving parts I just *KNOW* I'll forget something while tinkering with it! Heh heh! Link to comment
s666 Posted May 30, 2015 Share Posted May 30, 2015 Hey-ho . So i just got myself 3ds max 2012 and i want to make some hair ribbons by using assets from TBBP ribbon armor. but the outfit comes with complete meshes, the ribbons aren't separate. What i'm wondering is, am i able to cut them out of the mesh so they are a single unit and not attached to 3 others parts?. Here what it looks like in 3ds max 530a0ca8fe92fdadfc747c04117b40d2.png Reeeeaaally want to turn the ribbons into hair pieces D: -edit meshes -right click, after "element" select Select everything you need (with CTRL for multiple elements selection) -edit geometry (in the right) and "detach" After smooth the new part and give a name Don't forget to add a skin, or make a skinwrap. Link to comment
Youwish1 Posted May 31, 2015 Author Share Posted May 31, 2015 Okay - *this* I think I can help with... I frequently use pieces of an armour in different ways to the original Vanilla. I had to learn how to do this (I kinda stumbled across it by accident while breaking things in 3dsMax2012, not long after I started making armours) in order to be able to add vertices to low-poly armours to deal with the curvy SeveNBase upper body, but somehow not break Bethesda's Vanilla skirt weighting (which is a real pain to try and fix if you break it - to the point where I really can't). I eventually learned that I could use the same kind of technique to use assets from one armour in another without breaking the weighting. However, for this you'll be re-weighting the piece to new bones so that past part won't be 100% important, but part of the technique I use is the same... Now, if you are new to 3dsMax and clothing modding, I REALLY WOULD SUGGEST checking out Nightasy's excellent tutorials on YouTube. Watch the first dozen or so (they're short, don't worry), and make sure 3dsMax & NifSkope are all set up correctly. Open 3dsmax, Import your mesh, click the body mesh - not any or the armour, just the body - to select it, and hit "Delete". > Now, select your armour. > Click on "Editable Mesh" in the panel on the top right of the sidebar, then hit the drop-down arrow above that little panel to bring up the "Modifier List". > Scroll down to "Smooth". > Click on it, then click on "2" in the "Parameters" panel below. > Click on "Editable Mesh" in the panel at the top right of the sidebar. > Look at your ribbons & decide which parts you want to keep, which you want to junk. > With "Editable Mesh" still selected, select "Polygon" from the "Selection" options further down the right sidebar (*you can also use "Element" to select large chunks at once, but try polygons first to get the hang of it). > Now click on your mesh to select the polygons you wish to remove. Selected polys should appear as a bold red on your display. Hold down CTRL while clicking to keep selecting more polys, press ALT while clicking to deselect. You can press F4 to toggle the "wireframe" mode on or off. If you make a mistake, remember CTRL+Z can be used to undo. > Once you have selected all the parts of the mesh you want to junk, move your cursor over to the right sidebar & find the "Edit Geometry" box. With the polys you want to junk still selected, press the button labeled "Detach". This will detach the polys you selected into a new object. > Once you have detached the polys you want to junk into a new object, select this new object & hit "Delete". > You should be left only with the piece of armour you want to keep - in this case a ribbon - with all its original properties intact (more or less), which you can export as a new .nif file. When you make your hair mesh, you can then import this .nif and use the pivot to move & position it wherever you want as a new object in your mesh. I keep my armor pieces imprted this way as separate objects in the new mesh as I do not know how to combine them while keeping their textures & UVs properly intact - this measn I can only do relatively simple meshes this way, otherwise I end up with a .nif with so many moving parts I just *KNOW* I'll forget something while tinkering with it! Heh heh! Hey fastest dog, thank you very much for this incredibly detailed reply . Hopefully this will give me what i need to start myself off in 3ds max, thank you again <3. And thanks for linking that guy!. I actually forgot about him as i started watching him a little while ago but i didn't know how to DL 3ds max...so i forgot about him D: Link to comment
FastestDogInTheDistrict Posted May 31, 2015 Share Posted May 31, 2015 Okay - *this* I think I can help with... I frequently use pieces of an armour in different ways to the original Vanilla. I had to learn how to do this (I kinda stumbled across it by accident while breaking things in 3dsMax2012, not long after I started making armours) in order to be able to add vertices to low-poly armours to deal with the curvy SeveNBase upper body, but somehow not break Bethesda's Vanilla skirt weighting (which is a real pain to try and fix if you break it - to the point where I really can't). I eventually learned that I could use the same kind of technique to use assets from one armour in another without breaking the weighting. However, for this you'll be re-weighting the piece to new bones so that past part won't be 100% important, but part of the technique I use is the same... Now, if you are new to 3dsMax and clothing modding, I REALLY WOULD SUGGEST checking out Nightasy's excellent tutorials on YouTube. Watch the first dozen or so (they're short, don't worry), and make sure 3dsMax & NifSkope are all set up correctly. Open 3dsmax, Import your mesh, click the body mesh - not any or the armour, just the body - to select it, and hit "Delete". > Now, select your armour. > Click on "Editable Mesh" in the panel on the top right of the sidebar, then hit the drop-down arrow above that little panel to bring up the "Modifier List". > Scroll down to "Smooth". > Click on it, then click on "2" in the "Parameters" panel below. > Click on "Editable Mesh" in the panel at the top right of the sidebar. > Look at your ribbons & decide which parts you want to keep, which you want to junk. > With "Editable Mesh" still selected, select "Polygon" from the "Selection" options further down the right sidebar (*you can also use "Element" to select large chunks at once, but try polygons first to get the hang of it). > Now click on your mesh to select the polygons you wish to remove. Selected polys should appear as a bold red on your display. Hold down CTRL while clicking to keep selecting more polys, press ALT while clicking to deselect. You can press F4 to toggle the "wireframe" mode on or off. If you make a mistake, remember CTRL+Z can be used to undo. > Once you have selected all the parts of the mesh you want to junk, move your cursor over to the right sidebar & find the "Edit Geometry" box. With the polys you want to junk still selected, press the button labeled "Detach". This will detach the polys you selected into a new object. > Once you have detached the polys you want to junk into a new object, select this new object & hit "Delete". > You should be left only with the piece of armour you want to keep - in this case a ribbon - with all its original properties intact (more or less), which you can export as a new .nif file. When you make your hair mesh, you can then import this .nif and use the pivot to move & position it wherever you want as a new object in your mesh. I keep my armor pieces imprted this way as separate objects in the new mesh as I do not know how to combine them while keeping their textures & UVs properly intact - this measn I can only do relatively simple meshes this way, otherwise I end up with a .nif with so many moving parts I just *KNOW* I'll forget something while tinkering with it! Heh heh! Hey fastest dog, thank you very much for this incredibly detailed reply . Hopefully this will give me what i need to start myself off in 3ds max, thank you again <3. And thanks for linking that guy!. I actually forgot about him as i started watching him a little while ago but i didn't know how to DL 3ds max...so i forgot about him D: No worries at all! - happy to help! Don't forget to give s666's reply consideration as well - where mine is rambling, his is succinct, and he's summed it up nicely! Link to comment
Youwish1 Posted May 31, 2015 Author Share Posted May 31, 2015 Hey-ho . So i just got myself 3ds max 2012 and i want to make some hair ribbons by using assets from TBBP ribbon armor. but the outfit comes with complete meshes, the ribbons aren't separate. What i'm wondering is, am i able to cut them out of the mesh so they are a single unit and not attached to 3 others parts?. Here what it looks like in 3ds max 530a0ca8fe92fdadfc747c04117b40d2.png Reeeeaaally want to turn the ribbons into hair pieces D: -edit meshes -right click, after "element" select Select everything you need (with CTRL for multiple elements selection) -edit geometry (in the right) and "detach" After smooth the new part and give a name Don't forget to add a skin, or make a skinwrap. You know funnily enough i did this when i was tinkering with 3ds max. But instead of being able to cut out a single ribbon it detached the entire mesh. I must have done something wrong :t. Anywho thanks for the reply Link to comment
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