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Mesh "Merging" Issue? #68

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emannotava opened this issue Dec 1, 2024 · 2 comments
Open

Mesh "Merging" Issue? #68

emannotava opened this issue Dec 1, 2024 · 2 comments

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@emannotava
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So here's my situation:
I'm currently ripping the models from a Japanese exclusive To Love-Ru NDS game.
The game has a few chibi models which Apicula could extract just fine, but also a few full scale body models (and head of course).

Apicula can also extract those just fine but it seems to do something wrong:
The head models have multiple meshes for several different facial expressions, which are controlled in-game using an NSBVA (Visibility Animation)
However Apicula outputs everything in the entire model as 1 mesh, meaning that each facial expression is now inside the same mesh object.
They all use the same material and the same vertex group, and for some reason all faces are edge-split so I can't use select linked to separate them either.

I'm not entirely sure if this is an issue with Apicula, a limitation because of the way Apicula handles things or if there's like a parameter I can add to prevent merging all mesh objects into one.
But I'd greatly appreciate some help or advice on the manner.

Below are some images of the model in question where you can see closed lips, slightly opened lips and a wide open mouth as well as several chins in different positions all merged into 1 mesh object:
image-204
image-267

@scurest
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scurest commented Dec 1, 2024

Attach the Nitro files.

@emannotava
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Before I do that, I took a look at the dae file and noticed that there were separate polylists for each facial state, but since they were all assigned to the same material they became extremely hard to separate upon importing to blender.
So I tried messing around and found that I could make several copies of the DAE where each only has 1 polylists from the original model.
This way I kinda avoided the problem here
but perhaps keeping multiple mesh objects with the same material separated would've been a better approach.
image-70

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