Asset Signing
  Advanced Mode
Change Mesh
  Change Materials
  Animation Settings
  CFL Tab & Save
 

 

 

3.h Change the mesh files

In the tab called Edit Geometry, browse for and select your mesh file. If you require more than one mesh file in your Head product, hit the Add Mesh button. When you are done adding mesh files, hit Apply Changes to see the effect of your changes or move on. Whenever you hit the Add Mesh button, a new material slot is added in the Edit Textures tab at the bottom of the stack. Remember to give your new mesh a number in the Mesh ID box.


Fig 3.4 - Edit Geometry tab


3.h.1 Mesh scale

Remember when you built your avatar head big in MAX? Well, this is where you shrink it down again. In the Edit Geometry tab, you will notice a checkbox named 'Mesh Scale ON'. When this checkbox is checked, the code reduces all vertices weighted to the Node Name bone by the amounts typed into the X, Y and Z input fields. Play around in the XYZ fields until you get the size you want. Hint - the head doesn't have to be symmetrical. This helps in making the head longer than the potentially squat version built in MAX.

Also, you will notice another checkbox entitled 'Apply to Attachments'. This means that whenever you have Mesh Scale ON, the code will automatically scale all attachments attached to the same bone listed in the Node Name input field. Hint - always leave this checked.