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Counter-Strike (CS 1.6, CSS, CSGO) / Rebdering issues in 3dsmax with csgo maps/models
« Last post by oday696 on February 23, 2018, 06:32:39 AM »
Hello there

I would like to know what are the best renderers in 3dsmax to render an animation or a scene of csgo imported maps/models. When i try to render using Arnold renderer, mental ray or vray i get a list full of unsupported lights and materials and when i try to change materials or add my own lights (based on the renderer) nothing changes. so whats the best most effecient way to render in 3dsmax when it comes to csgo materials/lights?
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Animated Models / Re: MODELS WONT FOLLOW BIPED STRUCTURE ANIMATION
« Last post by wallworm on February 21, 2018, 02:13:33 PM »
For QC/SMD, yes. For MDL, no.

At this time, the MDL loader in WW does not import bones.

If you want to import bones and animations, you need to import via a QC file. See the docs on the SMD, QC and VTA importer.
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Animated Models / Re: MODELS WONT FOLLOW BIPED STRUCTURE ANIMATION
« Last post by oday696 on February 21, 2018, 04:39:46 AM »
Hey ,man

i have just read an article about importing models with their bones in blender, can i do the same for the csgo models when i import them to 3dsmax using wallworm  ::) ? please tell me
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Animated Models / Re: MODELS WONT FOLLOW BIPED STRUCTURE ANIMATION
« Last post by oday696 on February 18, 2018, 09:43:12 AM »
oh man, thank you so much. i swear i was one moment away from uninstalling 3dsmax all together. so little details, make so much difference. I will do as what you suggested which is edit the model and then skin it.
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Animated Models / Re: MODELS WONT FOLLOW BIPED STRUCTURE ANIMATION
« Last post by wallworm on February 17, 2018, 11:11:05 AM »
I have opened your file and found the root cause of your issue. TO understand my answer below you must be knowledgeable about these topics: Modifier Stack Controls and Sub-Object Levels.

In 3ds Max, modifiers are applied from the bottom up in the modifier stack. If any modifier is set to a sub-object selection and left in that sub-object mode, only the selected sub-objects are passed up the stack to be affected by the modifiers on top. In your scene, there is an Edit Poly modifier below the skin modifier. That modifier is set to Element sub-object mode and has no faces selected.

Here is a list of some different solutions.

  • Exit Sub-Object mode in your Edit Poly modifier each time you finish editing the model in the edit poly modifier.
  • Remove Edit Poly Modifier. If you remove the Edit Poly Modifier, then the sub-object selection will be cleared.
  • Add a Vol. Select Modifier below the Skin modifier with the Stack Selection Level set to Object and the Selection Method set to Replace. This will essentially reset the incoming sub-object selection regardless of that in the edit poly modifier below.

Random advice

I personally would advise against skinning the model until you are completely done modeling it. In other words, I'd make sure that you have edited all pieces of the model before using a skin model. Here is what I'd do for this kind of project (reskinning/animating an imported mesh).

  • Convert the imported mesh to Editable Poly
  • Edit prop mesh/uvs/materials to liking.
  • Only do skinning once you are done editing prop.
  • If you need to add objects to prop after you have started skinning, you can keep those objects as separate objects and just skin them separately (for example, adding a backpack, etc). Just make sure those added objects are skinned to the same set of bones. In other words, you don't need to attach new elements directly to the existing skinned mesh.
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Animated Models / Re: MODELS WONT FOLLOW BIPED STRUCTURE ANIMATION
« Last post by oday696 on February 17, 2018, 12:49:29 AM »
You may need to post your Max file.

i added a link to download the file, please check it if possible. couldnt fix this issue for 2 days now
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Animated Models / Re: MODELS WONT FOLLOW BIPED STRUCTURE ANIMATION
« Last post by wallworm on February 16, 2018, 02:47:39 PM »
You may need to post your Max file.
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Animated Models / MODELS WONT FOLLOW BIPED STRUCTURE ANIMATION
« Last post by oday696 on February 16, 2018, 02:34:30 PM »
HI THERE

I have installed the current 3DSMAX 2018 version, and I imported csgo models using wall worm, everything seems to work just fine. I rigged/skinned the model but then when i was trying to animate the biped structure, the mesh/model wont follow the biped animation. I tried to find a solution for this issue but it nothing seems to work, is it a problem with 3dsmax or the wall worm importer.
this is the file, please check
https://drive.google.com/file/d/1Yi8GRJHaMKvO1EoI6J7WIUMbOg1ieLAj/view?usp=sharing
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Wall Worm News / Wall Worm 3.593 Released
« Last post by wallworm on February 11, 2018, 07:29:54 PM »
Version 3.593 released on 2-11-2018

   * Displacements: Optimized Sculpt Mesh function to assign materials to displacements from sculpt mesh functions.
   
   * Displacements: Fixed a bug when clicking the paint 4way function on a sculpt mesh.
   
   * Materials: Fixed a bug that could manifest when exporting models with no materials.
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Bug Reports / Re: unable to convert: undefined to type: material - error
« Last post by wallworm on February 09, 2018, 09:09:30 AM »
Thanks for posting. I will look into it today.

I noticed that you have WW Pro installed but it is not activated. WW Pro will not work correctly if it's inactive. I suggest activating it, as it will likely make several functions work faster.
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