I’ve tried compiling a car model for use as a prop_vehicle_jeep car, but when it’s compiled, one bone, the wheel bone for the right front wheel (and nothing else), is offset from where it should be, practically as if the bone moved without what’s skinned to it (the wheel) following it.
when the wheel is spun, either ingame or through posing in HLMV, it pivots originating from around the tire of the wheel, and the wheel can be spun to look like it’s properly centered to its axle.
this is how it should obviously look like:
this is how it ends up looking:
I exported the ‘suspension’, ‘turning’, and ‘wheelspin’ sequences necessary for what the model is for through the standalone Wall Worm SMD exporter, and I exported the meshes with the ‘all-in-one’ Wall Worm window’s ‘Export SMDs’ button, since I’d rather write my own QC.
note that I export my wheel meshes as bodygroups separate from the main model.
what could possibly have gone wrong?
if they’re useful:
my 3DS Max 2016 scene (note that I’ve hidden ‘shapes’ (i.e. the Wall Worm helpers) and bones through the ‘Display’ tab - also, I don’t want to pack any textures I used in the scene, but they shouldn’t be necessary to fix this issue)
the modelsrc folder for this model
I originally posted this almost exact same OP on the wallworm.net forum, but I didn’t get any help. I’m hoping I can get some help here.