01-07-2013, 10:13 AM | #1 |
Projectile skeletons in 3ds Max...?
Okay, so I've been trying to figure this out for a while now...
I've got the trial version for 3ds Max 5.1, and tried creating a projectile with multiple bones (Take Katana for example, when you cut a guy in half) with no luck. I can get ingame, but when I try to spawn the projectile, the game just crashes without even telling me what's wrong. When I imported the Max Payne Skeleton file included with Milkshape into 3ds Max, Point Helpers appear instead of bones, so I'm guessing that the skeleton is what crashes the game. How do you do this in 3ds Max? Is there an official tutorial I haven't read? Anything? Please help, I don't want to be stuck forever creating one-boned stuff through Milkshape. |
|
01-08-2013, 04:46 PM | #2 |
Re: Projectile skeletons in 3ds Max...?
...Anyone?
|
|
05-18-2013, 05:05 PM | #3 |
Re: Projectile skeletons in 3ds Max...?
Do you export it with Animation, Geometry and Textures ? Otherwise it wouldn`t work
Oh wait, when it comes to Projectiles you can`t have bones and rigged verticles, you just able to work with separate meshes. There could be two or more, you can rotate, move and scale them. In katana those halfs of body was already posed and actually hadn`t any bones or something like that.
Last edited by necumity; 05-18-2013 at 05:10 PM.
|
|
05-23-2013, 07:54 PM | #4 |
Re: Projectile skeletons in 3ds Max...?
Weird, cause I got the half body to load into Milkshape and it seemed to have some animation...
Oh well. The trial had run out anyway, but I'll take it into account if I ever get 3ds Max 5 (almost impossible now). And also to avoid creating a new thread, this is about a more recent question. How does one create decent looking trail effects in ParticleFX? Can't seem to figure it out... |
|
06-20-2013, 02:55 PM | #5 |
Re: Projectile skeletons in 3ds Max...?
Nevermind, figured it out.
|
|
Bookmarks |
Tags |
3ds max, projectiles, skeleton |
|
|