
nihao123456ftw
Joined: Mar 24, 2012
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Posted: Dec 21, 2012 04:14 AM
Msg. 1 of 5
How do I rename the objects inside skinned objects? I'm asking because I think that this can lead to a solution to my problem earlier with the dual wield smgs
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nihao123456ftw
Joined: Mar 24, 2012
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Posted: Dec 21, 2012 05:13 AM
Msg. 2 of 5
Well although the smg is a single model a skin modifier or something was used so that the smg is actually made up of multiple objects so that the parts can be moved individually (e.g: the front grip) problem is that cloning this model makes the new clone have duplicate names for the skinned objects and I think this is the reason why when I move the right smg's parent node the left smg snaps into the right hand
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Dec 21, 2012 08:05 AM
Msg. 3 of 5
It doesn't matter if the two smg's are one model with a skin modifier. What matters is that there is two nodes, each controlling one smg. A right smg node rigged entirely to the right side smg in skin modifier, and a left smg node rigged to the left one.
But why would you want to clone the model? Edited by XlzQwerty1 on Dec 21, 2012 at 08:05 AM
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nihao123456ftw
Joined: Mar 24, 2012
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Posted: Dec 21, 2012 05:11 PM
Msg. 4 of 5
the two smgs are seperate models but they are clones. The right smg is a single model made up of skinned parts to make things like the ophandle and the magazine and the left one is as well because it is cloned. The problem is that whenever I move the right smg's controlling node the left smg model snaps into the right hand position leaving the left hand empty (they're not linked). I thought that it was because that the skinned objects in the left hand have duplicate names so the nodes are confused over which smg part it is supposed to control
I am going to try and re-skin one of the models. I applied a skin modifier but I don't know how to make everything just 1 single object
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nihao123456ftw
Joined: Mar 24, 2012
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Posted: Jan 13, 2013 07:27 PM
Msg. 5 of 5
thanks waffles, that was my problem. I had some strange errors when I tried your solution earlier, but I used that new explodeskin.ms script on halomaps to just delete the skin entirely and link the parts of the mesh instead to the nodes
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