I'll just start by saying I am relatively new to modelling, so take that into account when replying (I will make an effort to avoid pointless posts that google can answer though).
I'm trying to compile an edited version of the spy's knife viewmodel, where I've made a few modifications to the hand and arm mesh. My plan was to save time by using the original's skeleton and "Skin" modifier in 3DS Max 2010 (when finished, I imported the vanilla decompiled viewmodel, copied the skin modifier, then deleted it), as well as animations. It seems to work in theory, since Max will properly move fingers and everything according to the bones, but when I export it and compile, I get a bunch of "bounding box out of range" warnings, and the model is invisible in-game. I'm not surprised that there's some problems, but I want to know whether what I'm doing is feasible, and how I should go about getting the old skeleton to work with my modified viewmodel. The viewmodel is still basically the same shape (I've mostly only extruded fingernails and some other minor stuff), which is why I think I can reuse the skeleton. Is it possible to re-use the animation files and skeleton from the vanilla model with my slightly modified version?
Here's some relevant info:
GUIStudioMDL Compile Log:
[url]http://pastebin.com/N5g09E0i[/url]
Sorry, you need to Log In to post a reply to this thread.