| 10-05-2006, 12:26 PM | #1 |
Ok, so i finally figured out how to import mdx models to 3ds. But when i do the animations dont work right. There are a couple of points that act right when i play the animation. but they seem to be de.attached from the rest of the model. So i messed around with the "attach" button, but only got results that make the entire model tilt in animations. So anyone got a Importer script that doesnt give me this bug, or a nice little tutorial on how to reattach all the points? Im using 3ds max 4.2, and tried gmax. Would it work better in the newer 3ds? like 3ds 8? |
| 10-05-2006, 01:38 PM | #2 |
keep max 4.2 and worship it for wc3 modding. For modeling use 8, if you have it, and then export it to 4.2 and prepare it for wc3. At this time I don't know of any importer that imports the animations right. BUT I think Fadi's importer could do this well, but I am not sure (I'm not sure where to find it either). Just chek this tutorial out: http://www.wc3campaigns.net/showthread.php?t=53083 |
| 10-05-2006, 03:03 PM | #3 |
cant find a link thats unbroken to fadi's, help? |
| 10-08-2006, 10:05 PM | #4 |
alright, got it. And found a place where its say how to fix the problem. "Now find the master parent bone (that means, where EVERYTHING depends on; if that bone moves, all bones are moved. Usually it is called Bone_Root) and the bones that are NOT linked to a parent bone. Now, LINK them to the Bone_MasterRotator box you just created. " How do i find the other bones? is there a list somewhere? And how do i link them? |
| 10-09-2006, 09:05 AM | #5 |
Its usually called Bone_Root. |
| 10-09-2006, 03:58 PM | #6 |
You open the list, hold control and select all of them (they should have "bone_" in front of them) and then click the attach button and drag the cursor from one of the selected bones onto the parent bone (bone_root) |
| 10-09-2006, 07:05 PM | #7 |
"You open the list.." thats kind of it, what list? where do you open it? Im totaly new to 3ds max |
| 10-09-2006, 07:15 PM | #8 |
