Thread: [REL] SH5 Liberty Ship for SH3
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Old 03-30-17, 12:18 PM   #29
Kendras
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Quote:
Originally Posted by gap View Post
Hi Kendras,

my suggestion is you to use Mod Tool for that particular task. Mod Tool is the free version of Autodesk Softimage; it features most of the functions and tools of the main version, but it can only be used for non commercial purposes. Both versions of the program are now discontinued, but you can still download Mod Tool from this link:

http://www.moddb.com/downloads/autod...ge-mod-tool-75

You will also need a plugin to export from it in obj format:

http://www.moddb.com/groups/softimag...5-obj-exporter

Once you got Mod Tool installed and working, load in Wings3D the model whose edges you want to weld. In body selection mode, select the edge-splitted geometry, right click and choose "Separate". This command will separate non-contiguous meshes in the original object (including faces that were erroneously splitted during the export process), putting each in a separate object. At this point, you should press the space bar to clear your current selection, and (again in body selection mode), select only the objects which need to be welded. When you have finished, choose "Export Selected" from the File menu, and save as obj.
Import the resulting file in Mod Tool, and select all the imported meshes by dragging the mouse on one of the viewports (a selection square will appear). If you did everything correctly, now you should be ready to use the "Merge" tool. Refer to the following instructions on its usage:

http://softimage.wiki.softimage.com/...ygonMeshes.htm

Please note tha if you used the "Blend" command instead, you would get a result similar to "Merge", but some new faces would be generated which would cause problems when importing the object in game, so make sure that you use the "Merge" tool. For tolerance factor using something between 0.001 and 0.0001 (10 to 1 mm in model's scale) should be okay. The smaller this value, the lesser likely that the model gets distorted due to wrong edges being welded together, but it is also higher the chance that some edges will remain splitted, in case their vertex coordinates are not identical (for splitted edges they should be identical though). Optional: using the same tool you can also weld splitted UV map edges. Not required for solving the hard edges issue, but recommended for saving file size
Oooooh ! OK I see !
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