Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 10-09-2006 , 10:05 AM
Subscriber
Join Date: Sep 2006
Posts: 49

extract tool.

Hi all,
I originally posted this in the modeling section but got no responses, so I thought I'd try here.. if this is the wrong place please forgive me.. but I'm stuck..
I'm working through a book for Maya. I'm at a point where I have a full body geometry, I want to select the faces of the hips and legs of the model, and I am supposed to use the extract tool to make the legs and hips a seperate mesh. I selected the faces, opened the tool, made sure the box is checked " seperate extracted faces" ( to make the extracted faces a new mesh according to help files ), I click extract and get an error messege saying, " No Object matches name:ChipOff1, the model turns from green highlight to white. the lower legs and hips part isnt a different mesh.
If I click on the box to UNCHECK seperate extracted faces, the model shows the manipulation tool, I can go to inputs and change "keep faces together" from off to on, ( making the faces stay together?) but it is too still part of the torso. Any body have an idea what I'm doing wrong here? I can usually figure most everything out as I go, but this one is got me stuck so I thought I'd look for help. Could it be that at one point in the early stages of building the model, the legs and hips were "combined" to make the whole body one mesh? I'm basically just trying to seperate the legs from the body as a totally different mesh. Any and all replies are appreciated.. I have some screen shots available if anyone would like to see, I'll check back.
Taylor

And yes, I have "keep faces together" checked in tools options.

user added image :headbang: :headbang:


Last edited by Blayd; 10-09-2006 at 08:25 PM.
# 2 10-09-2006 , 08:29 PM
Falott's Avatar
Registered User
Join Date: Jan 2005
Location: vienna
Posts: 1,095
convert the mesh to subD and back to polygon. then delete all blind nodes if left in the hypergraph. try again. this is a alternative script - detachSeparate (highend3d.com)


everything starts and ends in the right place at the right time.
# 3 11-09-2006 , 05:32 AM
Subscriber
Join Date: Sep 2006
Posts: 49
Thanks for the reply. I'll try it the way you wrote. What I wound up doing was using the split poly tool, cutting a new line around the waist and deleting the faces so the torso and the lower body werent attached, then extracted. I now have two seperate mesh objects. Thanks for the help.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads