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Ingmaesing

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PostPosted: Wed Aug 22, 2007 3:37 pm    Post subject: No longer need help. Lock please. Reply with quote

Yeah, I've been working on this for nearly a year now? Someone needs to make a tutorial. D:

I can mesh the hair, but I'm having several problems both in 3Ds and in the previewer, but I'll go one problem at a time for now.

So first, 3Ds, and textures.

My first problem is this:

The opacity is on the /top/ of the pigtails in this view, but when I go to activeshade, it's fixed. Will this effect the texturing in the previewer? If it does, I would like to know how to fix it, if not, nevermind.

texture applying itself wrong
texture acting the way it's supoosed to, in activeshade

This next issue seems to only happen in two of my hair files, and that is: non-selectable objects. In the "Pyro" hair (see example image, linked), I cannot select the base of the hair, and that's a huge problem, since the wrong texture is applying to it, and I need to fix that.

Next big issue seems to happen in ALL my hair files. All the textures are applied right when in "standard" mode, but once everything goes to multi-sub-object, the textures apply themselves to the wrong meshes.

wrong texture mapping

The bangs and hair at the end of the "knobs" are fine, but the long part of the knobs has the hair texture applied to it, when it really should have the wrap texture instead (wrap texture is currently substituted by green and blue hair texture, which is applying itself to the base of the hair). No matter how many times I click the button to apply the correct texture to the wraps, it doesn't change.

Also, yes the head is "hiding", it's not deleted.

These are just the first few issues I'm having, once these are solved, I'll post more (in hopes that some issues will help me resolve others).


Last edited by Ingmaesing on Sun Aug 26, 2007 10:01 am; edited 1 time in total
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PostPosted: Thu Aug 23, 2007 1:00 am    Post subject: Reply with quote

When you apple Multi/sub object it will give the same color to all the same names. Try renaming each object to the color you want . I wish my video wasn't encrypted or I would send you a copy on how to rename them.
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Ingmaesing

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PostPosted: Thu Aug 23, 2007 2:26 pm    Post subject: Reply with quote

snubs1 wrote:
When you apple Multi/sub object it will give the same color to all the same names. Try renaming each object to the color you want . I wish my video wasn't encrypted or I would send you a copy on how to rename them.


Kinda like this?
http://img467.imageshack.us/img467/6909/3dsnaming2qk9.png
http://img467.imageshack.us/img467/2610/3dsnamingcy5.png

Matching the name on the Material editor with the name on the modify tab?
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PostPosted: Thu Aug 23, 2007 2:54 pm    Post subject: Reply with quote

No that's not what I mean. Its a lot to explain Ill look around the net to see if I can fined a tutorial that does the same thing. But ill bet money that's were all your problems are coming from.
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PostPosted: Thu Aug 23, 2007 4:18 pm    Post subject: Reply with quote

*takes in a deep breath*


ok for the first one, i dont know how to fix this either, as far as i know, it goes back to when you first made the plane and you have to rotate it to line up with your head. there is a top and bottom and it looks like you put the bottom at the top. i did the same thing for my hair and i just have to tell people to rotate thier textures. :/ just something you have to catch early on unless you want to redo it. although you may want someone with more experience than just one hair mesh under thier belt to comment on this one.

ok! for the second one! you have all your parts attached to the base yes? ok so go to your modifier tab and add "edit poly" then right click and hit colpase to. then hit element and click on one part of the hair. it should be highlighting in red each part of the hair. hold down the ctrl key and highlight everything that you want to be on the same texture. then scroll down under where it says polygon properties and hit the up arrows untill you get to the number you want. like lets say your first texture is hair[0] and its number is 1, you want to enter 1 under polygon properties and make sure the smoothing group is on 1. then you deselect the parts you have highlighted and select the hair band or whatever else next. you do the same thing, go down to polygon properties and set it to 2 for your next texture.

i hope this helps, and explains a lot, i was able to see this being done the easiest from taunt.com how to submit a 3d accessory tutorial the best. i just adapted it for hair instead.

do you know how to skin as well?

also, you may need to check up on weighting for that hair mesh from the request forum. the witch hunter robin hair doesnt look like it needs to be weighted though. Wink i have a WEIRD way of weighting in my opinion so you may want to check up on how someone else does it before i try to explain. lol.

/lung capacity
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Ingmaesing

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PostPosted: Thu Aug 23, 2007 6:33 pm    Post subject: Reply with quote

Lassarina wrote:
*takes in a deep breath*


ok for the first one, i dont know how to fix this either, as far as i know, it goes back to when you first made the plane and you have to rotate it to line up with your head. there is a top and bottom and it looks like you put the bottom at the top. i did the same thing for my hair and i just have to tell people to rotate thier textures. :/ just something you have to catch early on unless you want to redo it. although you may want someone with more experience than just one hair mesh under thier belt to comment on this one.

ok! for the second one! you have all your parts attached to the base yes? ok so go to your modifier tab and add "edit poly" then right click and hit colpase to. then hit element and click on one part of the hair. it should be highlighting in red each part of the hair. hold down the ctrl key and highlight everything that you want to be on the same texture. then scroll down under where it says polygon properties and hit the up arrows untill you get to the number you want. like lets say your first texture is hair[0] and its number is 1, you want to enter 1 under polygon properties and make sure the smoothing group is on 1. then you deselect the parts you have highlighted and select the hair band or whatever else next. you do the same thing, go down to polygon properties and set it to 2 for your next texture.

i hope this helps, and explains a lot, i was able to see this being done the easiest from taunt.com how to submit a 3d accessory tutorial the best. i just adapted it for hair instead.

do you know how to skin as well?

also, you may need to check up on weighting for that hair mesh from the request forum. the witch hunter robin hair doesnt look like it needs to be weighted though. Wink i have a WEIRD way of weighting in my opinion so you may want to check up on how someone else does it before i try to explain. lol.

/lung capacity


I have the textures rotated correctly on the hair, hence why it shows up correctly in activeshade. I'm guessing everything is okay, it's just a problem with 3Ds, since I also have problems with opacity-mapped bits of hair showing up as opacity mapped in activeshade, but not the regular edit mode.

I don't have all the parts attached to the base. D: Most are, but again with the issue of meshes being unable to be selected. This happens on the bangs in the first hairstyle (with the pigtails) and the base and hair at the ends of the knobs on the Robin/Pyro hair mesh. 3Ds loves throwing glitches at me (like the one I'm encountering currently, where the right-click menus are vanishing and I can only see teh options by moving the cursor up and down over where the menu should be), so I don't know if this is a glitch or something that can be fixed.
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PostPosted: Thu Aug 23, 2007 8:09 pm    Post subject: Reply with quote

mkay well in order to be able to export to imvu the hair has to be one entire mesh. so attaching is a must.


ah can you see the name of that part when you hover your mouse over it? well select the base, then go to edit poly on the right. use the slider bar untill you find attach and the little square box next to it. click the box and select the part from the list.


maybe you should email the discreet website about the glitches? that doesnt happen to me. :/
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PostPosted: Fri Aug 24, 2007 12:58 am    Post subject: Reply with quote

Have you made any 3D stuff before? I'm new at this and what I think is a glitch usually is somthing I'm doing wrong.
Is that the same texture on all parts of the hair If it is you can just use one of them and do the WalzingMouse Tutorial just make sure after you edit envelopes that you expand the envelope to cover the hair before doing anything els.
Oh and you need to make it one mesh to before you do anything.
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PostPosted: Fri Aug 24, 2007 5:50 pm    Post subject: Reply with quote

Las, does the smoothing group always have to be 1? Or does that too have to match the material ID?
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PostPosted: Sat Aug 25, 2007 12:57 am    Post subject: Reply with quote

Lumineya wrote:
Las, does the smoothing group always have to be 1? Or does that too have to match the material ID?


In Imvu Developer section in How to make Avie accesories it say that the numbers can be different as long as there all the same number. So I think how ever many textures you got you assign each there own number then make sure the bigger number is showing. But dont quote me on that. Hmmmmmmm? We must have the same problem because I keep seeing things that could be wrong with mine and trying to help you is helping me................lol
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PostPosted: Sat Aug 25, 2007 8:08 am    Post subject: Reply with quote

ah from taunt.com's video he says that the smoothing group should always be on 1. how are you doing so far? have you watched this video? it is really really helpful.

http://www.taunt.com/files/submit3d.wmv
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PostPosted: Sat Aug 25, 2007 8:24 am    Post subject: Reply with quote

Lassarina wrote:
ah from taunt.com's video he says that the smoothing group should always be on 1. how are you doing so far? have you watched this video? it is really really helpful.

http://www.taunt.com/files/submit3d.wmv


I watched that video before meshing anything, and it screwed me up a bit because I wasn't skinning the hair right initially. Apparently Hairs are supposed to be attached to the head, I attached it to like, the tip bone or something, and the XSF is supposed to use the default one that IMVU gives out, you're not supposed to export your own.

Luckily Boogiepanda corrected me on this and I was able to at least get the hair to move with the head when advancing the little animation thingy at the bottom of the 3Ds window.

Taunt's tutorial also didn't cover multiple textures. D:

I set all the smoothing groups back to one on everything, and set the material ID in the polygon properties to match, but it's still not applying the textures right:

http://i11.photobucket.com/albums/a162/Eemotion/IMVU%20hair/error1.jpg
http://i11.photobucket.com/albums/a162/Eemotion/IMVU%20hair/error2.jpg
http://i11.photobucket.com/albums/a162/Eemotion/IMVU%20hair/error3.jpg
(second pic is pre-changing smoothing groups, I did it after taking those pics and everything still looks the same.

My 3Ds needs idiot-proofing.
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PostPosted: Sat Aug 25, 2007 9:14 am    Post subject: Reply with quote

hm. maybe you should start over on applying the textures? this is what i would do, go to edit poly and select element. then highlight the entire hair. it should all be attached to itsself already when you do this. sometimes when attaching it changes the textures.

ok, so go to the texture thing, the button with the 4 circles at the top right hand corner, and go to your circle, (mine is always the second one) and then hit the apply to mesh box. its the button with a little circle with an arrow pointing to a cube. then go over to polygon properties and make sure that it is set to 1 and the smoothing groups are on 1.

smoothing groups should always be set on 1 even for other texture IDs.

then you can deselect and start selecting parts you want to be attached to certain textures and changing the texture IDs.

i hope this helps. sometimes it helps to start from scratch like that. enspecially when you start adding textures before the mesh is completly finished.
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PostPosted: Sat Aug 25, 2007 9:48 am    Post subject: Reply with quote

Lassarina wrote:
hm. maybe you should start over on applying the textures? this is what i would do, go to edit poly and select element. then highlight the entire hair. it should all be attached to itsself already when you do this. sometimes when attaching it changes the textures.

ok, so go to the texture thing, the button with the 4 circles at the top right hand corner, and go to your circle, (mine is always the second one) and then hit the apply to mesh box. its the button with a little circle with an arrow pointing to a cube. then go over to polygon properties and make sure that it is set to 1 and the smoothing groups are on 1.

smoothing groups should always be set on 1 even for other texture IDs.

then you can deselect and start selecting parts you want to be attached to certain textures and changing the texture IDs.

i hope this helps. sometimes it helps to start from scratch like that. enspecially when you start adding textures before the mesh is completly finished.


I started over by using the third circle (in other words, totally scrapping my original texture setting and as you said, starting from scratch).

It seems to be working now.

How will this the texture maps end up for this, by the way? All my textures are just squares, currently, and I'd like them to stay that way instead of having something complicated like Rayfigs' hair mesh or Waltzingmouse's old hair meshes. Do I have to do something special for it or do I just export the xrf as usual and it'll stay the way it is in the material editor?
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PostPosted: Sat Aug 25, 2007 10:15 am    Post subject: Reply with quote

texture mapping is still an enigma to me. 0.o;

if you make it with planes then the texture should still be on there right. now with tubes, cones and cylinders, im not so sure, but if you take a look at my "loops" style, you can see that i used a different sized texture map for that. i found that a retangle worked better.

im still waiting for an answer from rayfigs on special texture mapping stuff

also, i think the reason why her hair has a different map is because im pretty sure that she makes all her 3d things from one shape and then moves the vertexs around untill she gets what she wants. im not sure, but for me the simple shapes method works.

this fall semester i will be taking a 3d modeling class so maybe i can answer that question soon. :/
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