getting a warning on character edit

WAR_Nuker

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So i decompiled a character model file and got my 3 smd files and qc. When i go into 3d studio to import the smd that contains the main model and skeleton info it does. All this is fine and dandy. In the modifier list it says skin with a subcategory of envelope. There is also a category that says editable mesh. When i click on it it gives me a warning.

WARNING

A modifier exists in the stack that depends on topology.
Changing parameters may have undesirable effects.

The dependent modifier is: Skin

Are you sure you want to continue?

[Hold/Yes] [Yes] [No]



I need to get into this so i can delete and edit some verticies. Why dont i just ignore it? cause when i export to smd and compile to mdl and load up the character in HL2, the model looks like VERY LARGE PIECES OF IT ARE STICKING OUT LIKE SPIKES (very scary). Note that this problem only occurs when i delete verticies or merge them with other verticies. When i move the verticies in 3dsmax, however, everything is just fine when it is compiled and loaded into HL2. Now, my final question is - how can i get around this so that i may edit/delete some verticies of this model and have the model display correctly in-game? I posted some stuff thinking the problem was the skeleton, but im beginning to have my doubts about that being the problem.
 
It's because Max uses vertex numbering to keep track of things. Your model has the skin modifier used on it, which requires that the vertices all keep their numbering in order to work. If you ignore the warnings and go down the stack to edit the mesh, adding or removing vertices, it will render the skin modifier useless (as well as probably causing it to behave oddly).
If you're not bothered about the skin modifier, delete it from the stack and edit to your heart's content.
 
so id have to delete that modifier...edit the mesh...and then recreate the skin modifier? but wouldnt this require me to reassign the envelopes to their verticies?
 
Yes it would. It'd also kill any UVWs assigned to that mesh.
 
ok i assigned some bones to the skin but im not done....but i notice that it doesnt warn me about anything when i click editable mesh. should i wait until im done editing the envelopes before i consider ive already done something wrong? take a look at this to see if im on the right track.

i imported the model and the skeleton seperately....but in the same file (they arent connected anymore. it is just editable mesh and bones....no skin).
clicked on the model and turned it into a skin.
added all the envelopes to the skin.
messed with some envelopes.


did i forget anything?
 
A good rule of thumb is to finish your mesh before you do anything that isn't a mesh modifier. Skin and UVWs, for example. If you have to go back and fix something, it'll break them.

The order you've done things in seems ok
 
yeah i know....im just tryin to test and fool around with it a bit. not gonna put in a bunch of effort only to have to do it all over again (thus far ive done it maybe thrice).

Edit: ok mesh and uvws are finished (even though i didnt do much uvw as i did just editing the targas). I will NOW proceed to attach the envelopes.
 
wait one last question. this model came with a vta animation file that shows facial expressions (i think thats what it does). do those have to be redone as well in spite of my editing and deleting all those verticies?

Edit: all of the mesh is connected to the envelopes. i did the best i could. i moved the model a bit to see if i had forgotten something and no vertices were staying put, so each part of the model is connected to at least one envelope. i put the qc in the studiomdl so it could compile everything...including the new smd i had made. it waited a second as it was compiling and said error and then closed really fast. what now?
 
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