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Usf geek
09-11-2006, 02:38 PM
I'm stumped again, I've got no Idea how to make a mesh with only vertex.

Any help Is appreciated :D

Thanks

Belgabor
09-11-2006, 03:15 PM
Well, in Blender I add any object and delete all vertices except one =)

Usf geek
09-11-2006, 03:42 PM
Thanks but I'm oblivious to Blender, Let me Rephrase the question.. ' How do you prepare a model so that Its ready to have an effect point (Light) on?
Screens would be nice!

Belgabor
09-11-2006, 03:50 PM
Well, how do you create a separately texturable mesh in MS (or whatever you use)? Do that and remove all vertices from it except one.

Usf geek
09-11-2006, 06:52 PM
I tried that but then the whole model falls apart.

Anyone who uses MS that could help?

marnetmar
09-11-2006, 08:33 PM
Once you get your model finished, & want to add a verticie for an effect point just do as follows.

In the area on the right, select the "vertex" button & then click once anywhere & it'll add a vertex. You can them select the "Move" button & place it whereever you want it, simple as that.

http://img106.imageshack.us/img106/4466/vertexpt0.jpg

Belgabor
09-11-2006, 08:37 PM
*phew* I was starting to think that this feature was useless to the MS crowd.

marnetmar
09-11-2006, 08:42 PM
*phew* I was starting to think that this feature was useless to the MS crowd.

Not at all Belgabor, this will come in very handy :up: :up: I have the updated versions of the importer, but just haven't had time to check out all the new "goodies" you've added to it.

CoasterSim.Fan
09-11-2006, 08:44 PM
Marnetmar have you been able to get that single vertex thought to end up along with a completed modal in to the importer. Cause I know how to create it I have problems making it still exist in the importer.

marnetmar
09-11-2006, 08:52 PM
I haven't tried it yet, been too busy with work lately to do any modeling.

Belgabor
09-11-2006, 09:06 PM
Indeed, unfortunately biturn seems to eat them :grrrrr:
Or maybe not, at least they are not present in the obj file I feeded it, but they are in the ase file that I exported from Blender directly :weird:

I'd say try different export formats from MS, maybe it works then.

CoasterSim.Fan
09-11-2006, 09:22 PM
That might just be it that birten is causing the problem.

I do know that from anim8or I noticed that if the object is textured the one vertex disappears if it is not textured then the vertex is still there.

I haven played around with milkshake yet to see if the same is true still trying to make a single vertex group in milkshake.

Hopefully with in a few days i will have some more time to experiment.

Usf geek
09-12-2006, 02:45 PM
Woo, I kinda figured It out.....

http://img178.imageshack.us/img178/5237/shot0019aj7.jpg

Belgabor
09-12-2006, 02:58 PM
Great, good to hear! :up:

marnetmar
09-12-2006, 06:33 PM
Woo, I kinda figured It out.....

http://img178.imageshack.us/img178/5237/shot0019aj7.jpg

Was that using Milkshape or another program?

Usf geek
09-12-2006, 06:38 PM
Milkshape, But I'm really not comfortable with the way I did It. Theres gotta be a more 'Precise' Way.

Vodhin
09-12-2006, 11:04 PM
Er, you can still just write down the coordinates, and since the new importer can rotate the object for you, the coordinates should be perfect just as they appear in MS.

The added vertex is a great idea, but if it's not 100%, then it will still be easier just to jot them down- unless you have a million of them (in which case you have too many) :D