• Was it just me?
    6 replies, posted
Or does anyone else with Wunderboy or Cannon's SMD import plugins end up getting wonky bones in Max 2011? [img]http://images.devs-on.net/Image/Gt3599gB2pcmwYJO-Region.png[/img] [img]http://images.devs-on.net/Image/w0ToM5ZlVO6bfotC-Region.png[/img] Well, some of the other Valve sample models do work out just fine, it's just that I end up with that with the seemingly newer ones.
Haha, holy shit. I actually don't know what to say to help you, but that's just insane.
[QUOTE=DarkKrystal;38066501]Haha, holy shit. I actually don't know what to say to help you, but that's just insane.[/QUOTE] I dunno, either. Luxox_18's Hitler model also had that big bones problem. I'm actually intending to paste Dolfy's head on some other game, but so far this really annoys me whenever I import certain SMDs.
Yeah, that's what I get when I use the tool too. In my case the skeleton just looked weird though. All of the bone pivots and the weighting itself is correct, right? I use 3ds max 2010.
[QUOTE=PolytizeMeCPT;38066679]Yeah, that's what I get when I use the tool too. In my case the skeleton just looked weird though. All of the bone pivots and the weighting itself is correct, right? I use 3ds max 2010.[/QUOTE] Yep, weights seem correct. It's just that the bones get fucked up.
Yeah, I just work through it personally. You can mess with the bone width a bit under the skin modifier and turn them into squares instead of those elongated diamond shapes if it bothers you.
[QUOTE=PolytizeMeCPT;38071012]Yeah, I just work through it personally. You can mess with the bone width a bit under the skin modifier and turn them into squares instead of those elongated diamond shapes if it bothers you.[/QUOTE] That could do lol. Actually I only took the head off the model and used it on GTA4, but I might as well use the whole thing for porting to other games.
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