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nOOb 3ds max question...


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#1 mr.pbody

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Posted 13 February 2006 - 08:08 PM

hi all! :P

i've got a nOOb question for 3ds max.
i have an icon that is made from vertexes, segments and splines (yes, this is my first!).

i want to name different selections different names to more easily texture them...when i select different portions and rename them i seem to keep renaming the same thing slection, when i go to my "select by name" button i am not seeing the group of names available growing...it just remains the same three groups, though the names are changing i am not getting "more" groups of names to choose from!
am i making sense here?
do you know what i'm asking?

i want to rename different sections that i choose and/or select.

when i apply convert to poly it just makes my creation a huge surfaced thing, and though the face, edge selections are available (right window, under line) they do not appear on my creation when i click them...it's like they don't exist.

sorry for the long winded question!
thanks all!

#2 Scythar

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Posted 14 February 2006 - 08:52 AM

If its the same as in carrara studio, you have to convert to polygones first.
Then use polygoon select tool and select all polygones you wanna give a name and then (just guessing , dont shoot me if it doesnt work) group them and give it a name.

actually i dont think thats a noob question.
(mine is a noob answer lol )

#3 NetSkay

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Posted 14 February 2006 - 01:26 PM

yeah people confuse this, u cannot name different segments within a spline, uc an onyl rename whole objects. u can only set material IDs to polys so u can assign different materials to different sections within one figure, but i am not quite sure if i answered ur question thast what i understood atleast

#4 Scythar

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Posted 15 February 2006 - 02:21 PM

What i think hes trying to do here is the same as when i am making a new poser figure:
1. i make the .obj file (3dsmax usually)
2. i export to carrara cos there i know how to do it
3. i give diff groups diff names (hand, head shin, left middle index1 etc...) and i save them
4. i now export the .obj file to PHI (poser hierarchy file) and start making a hierarchy file. Then i export a new type of .obj file (with the hierarchy info embedded in it)
5. then i import that one in poser and voila i have a figure complete with bones (bipeds there called in 3DSmax)

#5 NetSkay

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Posted 18 February 2006 - 02:11 PM

what i do is just make a high poly body mesh in poser inxport it in vrml format for 3dsm, from there in 3dsm i add biped to it and all the other stuff, what i woulds uggest is do the hair and all the other small things in 3dsm because then u can add wind, gravity modifiers etc.





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