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mesh question [message #54962] Sun, 08 November 2009 10:19 Go to next message
randomteddybear is currently offline  randomteddybear
Messages: 2
Registered: January 2009
im new to fable modding and i have a question. how would someone go about adding in a new mesh for a sword? i know how to model i just need to know how to get the mesh into fable
Re: mesh question [message #54966 is a reply to message #54962] Sun, 08 November 2009 17:17 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

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Re: mesh question [message #54971 is a reply to message #54962] Mon, 09 November 2009 02:59 Go to previous messageGo to next message
randomteddybear is currently offline  randomteddybear
Messages: 2
Registered: January 2009
all right i think I'm starting to understand this but I've run into a problem

here is the mesh in max
http://i494.photobucket.com/albums/rr307/randomteddybear/max.jpg
the part of the sword are split up into the blade and the hilt. they are two different objects

and here it is in fable explorer
http://i494.photobucket.com/albums/rr307/randomteddybear/fe.jpg
as you can see the hilt is way oversized and the blade looks normal

Re: mesh question [message #54972 is a reply to message #54971] Mon, 09 November 2009 03:38 Go to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
I'm in a good mood, I'll do this one, nicely even.
Make a box. Position the box at 0,0,0. Make sure the box is rotated to 0,0,0. Make sure the box is scaled to 100% on all three axes. Now, select the box, go to the edit panel, look for a button in one of the rollouts that says "Attach". Click it. Select one of the submeshes. Edit Element, get rid of the box. Then do this for the other submesh. Rename the submeshes, they'll be called something like box_01, box_02. Then parent them back under the MESH node. Then export. This will make everything at origin as is.

The meshes needed to be at origin. They're pushed to origin on export, so if they're not at origin, they'll come out misaligned.

In the future, move the vertices instead of the whole mesh node.
Note: I learned this trick from morerunes.
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