Title: Using the Skin Data Utility function in 3dsMax
Posted by: Hannibal Smith
Modding area: Modelling Units
Required programs: 3dsMax, Vercingetorix's cas import/export script
Summary: This guide will introduce a function of 3dsMax which will help when weighting models. Although this tutorial has demonstrates a very simple procedure, I believe that this utility will be even more useful for more experienced modellers due to the fact that they will be making models with larger vertices counts.
Introduction
Although I now sort of know my way around 3dsMax I have no history of using the program before I started modding RTW. As such I'm still learning some of the functions and tricks this program has to offer. This is something I learned only yesterday and thought I'd post a tutorial.
When making a new model you will often merge together pieces from different sources, when doing this you unfortunately also lose the vertex weight data associated with the skin modifier. The Skin Utility function of 3dsMax can help retain the vertex weight data so you won't have to re-weight each vertex.
Preparation Work
For the purposes of this tutorial I will be showing you how to take the head from a roman hastati and merge it to the body of a barabrian infantry model.
Firstly open your base model (in this case the barbarian) using VG's script. Now select the model itself in this case it's called body_400. In the upper right hand corner of the screen look for a hammer icon, then press the more... button. This will bring up a menu, from this select skin utilities.
Spoiler Alert, click show to read:
A menu will appear on the right select "extract skin data to mesh"
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You will now have a copy of your model which has baked into it all of the weight data from the model. This will be called SkinData_Body_400.
Now go ahead and select the model body_400 and remove the skin modifier. Then using the element option in the modifier menu select and delete the head. Using the same procedure delete the head from the SkinData_Body_400 mesh. Save this file for later.
Spoiler Alert, click show to read:
Open your hastati cas and repeat the procedure above expect this time delete everything but the head, on both the model and the SkinData mesh. Again save this as a max file.
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Merging objects together.
Open your original max file the one with the headless body. Select File --->Merge. Select the max file which contains the hastati head and then make sure that you select the SkinData mesh as well as the head model to merge.
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In this case the name of the hastati mesh and the barbarian are the same so go select autorename on both the merged objects.
Ok now you should have 4 meshes, 2 model meshes and 2 SkinData meshes. So far other than the skindata its just a normal merge. So we want to now attach the head of the hastati to the barbarians body. At this stage I recommend that you hide the SkinData meshes just to make life easier. Select the barb mesh and in the modifiers menu select attach the click of the head.
Spoiler Alert, click show to read:
Ensure that the vertices of the head match up with the vertices of the neck. Using the snap to vertices button in the top menu is useful when doing this.
Once this is done add a skin modifier to the mesh. Add all the bones from the skeleton.
Spoiler Alert, click show to read:
At this point now we would normally be starting the process of weighting the model, but this time we done have to.
Hide the model mesh, and unhide the 2 SkinData meshes. In the same way that you attached the 2 model meshes together attach the SkinData head to the body.
At this point it important to mention that what ever you do the model mesh you must also do to the SkinData mesh so if you have moved some verts from the head to match up with the body this must be replicated on the SkinData mesh.
Ok now unhide all you should have a model mesh and a SkinData Mesh select both meshes.
Go back into the Skin Utility menu, in the same way you did at the start. This time however click "Import skin data from mesh" the following menu will appear.
Spoiler Alert, click show to read:
In this case we just select "match by name" and then Ok. All of the weight data has been transferred to the model mesh. At this point I would go into the weight table and just check that the data has been transferred.
Then the model should be ready to go.
Spoiler Alert, click show to read:
Although this tutorial has demonstrated a very simple procedure, I believe that this utility will be even more useful for more experienced modellers due to the fact that they will be making models with larger vertices counts. I'm in the process of making a body model with a large number of vertices, and found it easier to separate the model up into component parts like arms, legs, torso and head and weight them separately. This utility allowed me to re-attach all of the pieces together and still retain the skin data.
I'm by no means proficient with this utility yet, but as I had never heard of it until yesterday I assume that may other will be in the same position, I recommend that you give it a try.