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Problem modelling w3D skeleton

w3d bones modelling mount bone skl 3dsmax export skeleton

Best Answer Irenë Hawnetyne, 19 February 2014 - 10:31 PM

Have you exported your new bone ticked as a bone in the W3D settings box in the Utilities section?

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#1 _mclovin

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Posted 19 February 2014 - 02:11 PM

Hi everybody, I'm approaching modelling for bfme2 for the first time...

I need to add a bone to an existing skeleton to let some units mount on my hero (like hobbits on treebeard), but it seems that I don't know how to export properly the _skl.w3d file wit 3ds max 8.

Anyone can help?

 



#2 Irenë Hawnetyne

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Posted 19 February 2014 - 10:31 PM   Best Answer

Have you exported your new bone ticked as a bone in the W3D settings box in the Utilities section?


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#3 _mclovin

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Posted 19 February 2014 - 11:12 PM

Thanks a lot, it was shown as inactive, so I thought I couldn't check the option...

Another question...now I have to name the new bone and call it into the proper ini file as ExtraPublicBone,is it right?



#4 Irenë Hawnetyne

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Posted 20 February 2014 - 08:21 AM

Uh... I have no idea, but I'll get someone who does.


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#5 _mclovin

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Posted 20 February 2014 - 11:14 AM

Thanks!



#6 Kwen

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Posted 20 February 2014 - 04:14 PM

You can make any new bone simply by cloning an existing one and naming it something different. Then export the entire thing as a skeleton ensuring "export transform bone" is ticked for all bones, then just export as skeleton.

 

Then in the ini file you only need to make sure your passenger bone is referencing the bone as the exact same name as you named it in the skeleton.


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