Maxi348 Posted February 2, 2014 Share Posted February 2, 2014 (edited) Hello When i export a Skin in 3DS max with Kams Scripts then the skin is not right exported. The bones are removed or not on the right place. I Use 3DS Max 2013. i have 2014 too on my PC but i think 2014 dont work. here a picutre i hope this explain my problem This will happen too when i import a orignal skin and exported the skin directly. Im very bad in Englisch im from Germany. mfg. Edited February 2, 2014 by Maxi348 Link to comment Share on other sites More sharing options...
ZAZ Posted February 4, 2014 Share Posted February 4, 2014 the rigging tut following step 4. Fixing Bugs goin-god discribes there a methode for faster rigging of models with similar mesh from other gta games but finaly does it need to rigg by old school method to fix bugs I often do it by old school method as described in Creative_Madman's tut, but this side is down but i saved it on my hard disc and can post it below you can always "overwrite" the rigging attach these for the head to the head bone add a skin modifier from the modify panel now add all of the bones to this skin modifier now edit the envelops (ensuring that the verticles box is ticked) the task now is simple yet can be time consuming when you just begin to learn how to do this process. 1. select the verticles which make up the mesh of one of the several bones (for example head) 2. select the head bone in the bones selection box 3. in the weight properties, ensure that the weight is set to 1.0 and the rigid box is ticked 4. press the paint weights button when (AND ONLY WHEN) you have enveloped every single verticle to one bone (all verticles must be rigged, but it is not necessary for all bones to be used), will you export your model _____________________ My tip: 1. attach every vertices to one bone, to the spline for example, save the file, export the model and test it ingame to see if it works or if something wrong with position (the char will be one fixed object) 2 . continue working with the saved file, if the ingametest was successfull attach now the vertices to the bones, these for arm mesh to arm bone and so on you can always "overwrite" the rigging CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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