okay, I asume this, Having to wait since August 21 up to today without any news about the working models RTB is doing, and meanwhile my computer keeps filling my HD space with garbage, (Now at 8.51 Gigabytes) then I gotta say something, I can't do anything with a cheap 500GB HD while I'm saving money for a Ps4, specially with a computer that is a piece of garbage in every way. For plenty of reasons, I prefer a PS4 with 400€ than a gaming laptop that costs 4200€, excluding the Oculus rift that can make it up to 4500€ aproximately. Over 11 times the prize and neither I have the cash for it.
Honestly I cannot just install 3DS Max and do the rippings myself, since I dunno anything of how to perform perfect rips of those Pokemon from either X/Y or OR/AS. And I may make them as buggy as Mystie's models from Teddiursa, Suicune and others, that they have both the eyes and mouth separated from model mesh, and making a subdivision will make it holes in face. not mentioning that I cannot move their heads, the eyes and mouth aren't connected to the head rig and it's vertices aren't wielded. How could you RTB fix that problem? What is the DAE exporter you used that made Cinema 4D to import the models so perfectly?
Is there any good way to recover up to 20GB (estimated diskspace) without having to delete all the videos I'm using for creative purposes and make the computer to not continue eating disk space for the lulz?
And Loppuny, considering the problem you have with other plugins, I'd suggest you uninstall that plugin and try it with just the native tools from 3DS max, or report to the creator of that plugin if he can fix this. I cannot understand how 3DS Max works, I definitely quit from it, and Rather prefer Cinema 4D since it has streching joints, Hypernurbs (Realtime subdivision surface while editing the models), You can apply Cel Shading without having to edit individual materials by using Sketch and Toon, and you can export it to FBX natively (For those who make stuff for GMOD or Unity). and sometimes, 3DS Max makes those kind of wierd bugs when undoing certain edits, but it affects only the editor, the render might keep the mesh perfectly. if by any chance it became buggy in render, then I suggest backup the model file once imported by saving it as a Max file before you do any edit, and load it instead of using Undo. Also by wielding all the vertexes, you can solve it as well, I reccomend it specially when you import a fresh model, since sometimes when you rip stuff, it has double vertices, and wielding them you can join all the parts of the model, and perhaps it may solve the problem of the separated model faces like happened on Mystie's models (I cannot solve it, since I did an export after wielding the vertices and on Cinema 4D kept the faces unattached to the mesh, reason of that I'm asking RTB how to fix it)
Honestly I cannot just install 3DS Max and do the rippings myself, since I dunno anything of how to perform perfect rips of those Pokemon from either X/Y or OR/AS. And I may make them as buggy as Mystie's models from Teddiursa, Suicune and others, that they have both the eyes and mouth separated from model mesh, and making a subdivision will make it holes in face. not mentioning that I cannot move their heads, the eyes and mouth aren't connected to the head rig and it's vertices aren't wielded. How could you RTB fix that problem? What is the DAE exporter you used that made Cinema 4D to import the models so perfectly?
Is there any good way to recover up to 20GB (estimated diskspace) without having to delete all the videos I'm using for creative purposes and make the computer to not continue eating disk space for the lulz?
And Loppuny, considering the problem you have with other plugins, I'd suggest you uninstall that plugin and try it with just the native tools from 3DS max, or report to the creator of that plugin if he can fix this. I cannot understand how 3DS Max works, I definitely quit from it, and Rather prefer Cinema 4D since it has streching joints, Hypernurbs (Realtime subdivision surface while editing the models), You can apply Cel Shading without having to edit individual materials by using Sketch and Toon, and you can export it to FBX natively (For those who make stuff for GMOD or Unity). and sometimes, 3DS Max makes those kind of wierd bugs when undoing certain edits, but it affects only the editor, the render might keep the mesh perfectly. if by any chance it became buggy in render, then I suggest backup the model file once imported by saving it as a Max file before you do any edit, and load it instead of using Undo. Also by wielding all the vertexes, you can solve it as well, I reccomend it specially when you import a fresh model, since sometimes when you rip stuff, it has double vertices, and wielding them you can join all the parts of the model, and perhaps it may solve the problem of the separated model faces like happened on Mystie's models (I cannot solve it, since I did an export after wielding the vertices and on Cinema 4D kept the faces unattached to the mesh, reason of that I'm asking RTB how to fix it)