| 05-20-2004, 11:16 PM | #1 |
actually I'm working on this glue grunt now. I detached meshes and named them bone_blah or something like this. and made a point, which is root. it seems everythings okay, but If I export it, the model has only a bone. Which is Bone_chest Does anyone know why this model screwed up? |
| 05-20-2004, 11:29 PM | #2 |
Wait I dont understand why u named all the model pieces bone. Right now the game reads these as meshes because the bone modifier is not selected in the user property plugon wich came with art tools. |
| 05-20-2004, 11:32 PM | #3 |
Oh...is that the reason why? well, oinkerwinkle made like this [the attachment], so I thought thats gonna be work the others too |
| 05-20-2004, 11:40 PM | #4 |
he seems to be animateing the priest without bones. In other words i have no idea why there named like that. |
| 05-21-2004, 01:31 PM | #5 |
Sansui, these models aren't actually being animated in max; they'e just ebing set up to have animations transferred to them. Right, I'm animating it without bones. It's just simpler to set up. They're named like that because the transfer program requires a name match to do the transfer. Anyway, I think the part you're missing is that you need to animate the chunks somehow. Go to animation mode, scroll to frame 10 or so, and rotate some random amount. I can't open your max files; I'm using 4.2. If you still can't get it, upload the 3DS and I'll do it. |
| 05-21-2004, 01:36 PM | #6 |
here is the 3ds version of the grunt always thx :) |
| 05-21-2004, 09:54 PM | #7 |
Reuploaded *somereason, when I turned to 3ds, the bones name have changed and the point has dissapeared(the bone_root) |
