Is geometry editor supposed to work this way?
kaotkbliss
Posts: 2,914
I have an outfit, which I used the geometry editor to hide some of the polys. I then duplicated the outfit, created a new selection, hid some more of the polys on the dupe and created yet another selection on the original and hid some more on that one.
The object was to make it look like the item was breaking in half.
However, it seems that each of the outfits have their own selection groups, one outfit is still affecting the other.
Comments
If you are using Instances, modifications to the original will effect the others. they are exact duplicates of the original and change as the original changes.
Also, the Hide option isn't always maintained when you save, the poly's come back on next load.
You may want to try loading multiple items in the scene and modify each accordingly.
But you'll need to either delete the unused polygons, or set them to a new shader group turning the opacity to 0. Either of these options may break the item.
a bit easier method is to create a transparency map in photoshop, from the template file of the product. if you know photoshop well enough.
or you can drop it in hex or zbrush, and model the necessary explosion.
I'm aware of the hiding issue (I've gone thorugh that in another scene) on each load, I need to remember to go in and re-hide the polys.
Unfortunately there is no template as I converted it from a 3dsMax file.
And lastly, I don't think I created an instance. I did edit->duplicate->duplicate node heirarchy.
I figured since it was a copy and not an instance, that the geometry editor would work seperately on each copy and was curious if this is an unintended effect.
There's only one geometry asset of a given name, and all your duplicates are pointing to that. As far as I recall to get each one diffrent at the geometry level you would need to save each variant as a new asset though I may be wrong on that.
Ok, i just tested the method you used, and while the copy is not effected by morph dials, surface textures changes, or anything else tested, if you do change the polys, hide, delete etc, on the original, the copy changes as well.
Other than the multiple item load and edit method, i can't see any other way to achieve what you are going for.
If you remember Richard I was having the same issue over 6 months ago when I found the same issue and never did find a solution
I did end up loading a 2nd item into the scene and it was unaffected by geometry changes. I always thought that doing a duplicate was basically the same thing, but I guess not.
I knew someone had, but I couldn't recall who (or when, but that always gives me issues).
LOL but you did remember something
I tend to suffer from C.R.S. sometimes as well