Some items in the scene cannot be separated

Hi ,artists

There are some scene models in which certain walls and floors are particularly appealing to me. I hope to extract these elements and utilize them in other scenarios.

However, they are linked together by something resembling a small bone icon, and it seems impossible to separate them. This has caused me some distress.

 

Comments

  • kyoreonakyoreona Posts: 222

    like this .

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  • crosswindcrosswind Posts: 9,923
    edited July 4

    They're rigged prop asset. You don't have to extract the Floor / Walls, just hide other bones and make Floor / Walls visible...

    But if you DO want to extract the elements, you can delete other elements by using Geometry Editor, just leave Floor / Walls, convert Figure to Prop if needed, then save a Scene Subset which can be used in other scenes as you wish.

    Post edited by crosswind on
  • WendyLuvsCatzWendyLuvsCatz Posts: 41,179
    edited July 4

    they are one mesh but rigged for visibility options 

    the good news is it's easy to break them up with the geometry editor

    just chose that tool - the icon of a little square with a oen

    opening the tool settings tab will make it easy to find an use if you have a minimal layout 

    hide the walls you don't want by clicking the eye icons in the tool settings window or right clicking and selecting them from select by face group

    then rightclick and delete hidden polygons (ignore what I have highlighted, is one above, printscreen tricky)

    save that remaining wall as a support asset

    reload the product and repeat for other walls

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    Post edited by WendyLuvsCatz on
  • kyoreonakyoreona Posts: 222

    WendyLuvsCatz said:

    they are one mesh but rigged for visibility options 

    the good news is it's easy to break them up with the geometry editor

    just chose that tool - the icon of a little square with a oen

    opening the tool settings tab will make it easy to find an use if you have a minimal layout 

    hide the walls you don't want by clicking the eye icons in the tool settings window or right clicking and selecting them from select by face group

    then rightclick and delete hidden polygons (ignore what I have highlighted, is one above, printscreen tricky)

    save that remaining wall as a support asset

    reload the product and repeat for other walls

    Thank you for your detailed and step-by-step guidance.
    I chose [DELETE UNUSED VERTICES], as shown in the prompt.
    At this point, I wasn't satisfied and tried another option [DELETE HIDEN POLYGONS]; This does allow me to delete the things I don't need. However, there is a minor issue. The ones that are deleted are just the polygons, but their names are still attached to the original structure.
    Although this doesn't affect my future usage, I still would like to ask if there is a solution to this problem. 

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,179
    edited July 4

    I did say the wrong option was highlighted and delete hidden was what you needed

    Cannot snip the image as it all closes and printscreen is iffy so wrong thing was moused over when I finally git a capture that loaded into MSpaint

    Post edited by WendyLuvsCatz on
  • kyoreonakyoreona Posts: 222

    WendyLuvsCatz said:

    I did say the wrong option was highlighted and delete hidden was what you needed

    Cannot snip the image as it all closes and printscreen is iffy so wrong thing was moused over when I finally git a capture that loaded into MSpaint

    So that's how it is. Thank you again for your careful response. 

  • kyoreonakyoreona Posts: 222

    crosswind said:

    They're rigged prop asset. You don't have to extract the Floor / Walls, just hide other bones and make Floor / Walls visible...

    But if you DO want to extract the elements, you can delete other elements by using Geometry Editor, just leave Floor / Walls, convert Figure to Prop if needed, then save a Scene Subset which can be used in other scenes as you wish.

     Thank you for your answer. I then came up with an intricate route:
    I created a primitive, loaded the IRAY material, and then assigned the material options of the walls in the original scene to this primitive one by one. This achieved the effect I wanted.

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,179

    kyoreona said:

    .
    I. The ones that are deleted are just the polygons, but their names are still attached to the original structure.
    Although this doesn't affect my future usage, I still would like to ask if there is a solution to this problem. 

    you can in tool settings delete the object groups and surfaces with zero polygons  

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