Hi,
These days Valve did an update of CSGO, and it change the skeleton/animations and other things... the problem is the next; on Zombie Reloaded Servers (The most famous mod on CSGO) there is a crash called "SlerpBone" it's happens when the playermodel has a "wrong" skeleton and on some ramdom times the engine crash.
On the old csgo skeleton, I found the way to do it fine but on this new one the exporter F#$@ it, I explain more or less:
When I import the model to 3DSMax I have it;
When I export with 3DSMax I get it:
When it's happens and the bones don't have the same numbers, the crash appears.
The question is; Is possible do anything with the exporter to export the skeleton like the imported one? I tested it on Milkshape and it's nice, so it's possible. I have tried with the 3 exporters on 3DSMax and all have the same problem. If you can help me with that would be nice, because if you use 3DSMax you're F#$@ed.
Thanks!
These days Valve did an update of CSGO, and it change the skeleton/animations and other things... the problem is the next; on Zombie Reloaded Servers (The most famous mod on CSGO) there is a crash called "SlerpBone" it's happens when the playermodel has a "wrong" skeleton and on some ramdom times the engine crash.
On the old csgo skeleton, I found the way to do it fine but on this new one the exporter F#$@ it, I explain more or less:
When I import the model to 3DSMax I have it;
Code Select
version 1
nodes
0 "pelvis" -1
1 "spine_0" 0
2 "spine_1" 1
3 "spine_2" 2
4 "spine_3" 3
5 "neck_0" 4
6 "head_0" 5
7 "clavicle_L" 4
8 "arm_upper_L" 7
9 "arm_lower_L" 8
10 "hand_L" 9
11 "finger_middle_meta_L" 10
12 "finger_middle_0_L" 11
13 "finger_middle_1_L" 12
14 "finger_middle_2_L" 13
15 "finger_pinky_meta_L" 10
16 "finger_pinky_0_L" 15
17 "finger_pinky_1_L" 16
18 "finger_pinky_2_L" 17
19 "finger_index_meta_L" 10
20 "finger_index_0_L" 19
21 "finger_index_1_L" 20
22 "finger_index_2_L" 21
23 "finger_thumb_0_L" 10
24 "finger_thumb_1_L" 23
25 "finger_thumb_2_L" 24
26 "finger_ring_meta_L" 10
27 "finger_ring_0_L" 26
28 "finger_ring_1_L" 27
29 "finger_ring_2_L" 28
30 "weapon_hand_L" 10
31 "arm_lower_L_TWIST" 9
32 "arm_lower_L_TWIST1" 9
33 "arm_upper_L_TWIST" 8
34 "arm_upper_L_TWIST1" 8
35 "clavicle_R" 4
36 "arm_upper_R" 35
37 "arm_lower_R" 36
38 "hand_R" 37
39 "finger_middle_meta_R" 38
40 "finger_middle_0_R" 39
41 "finger_middle_1_R" 40
42 "finger_middle_2_R" 41
43 "finger_pinky_meta_R" 38
44 "finger_pinky_0_R" 43
45 "finger_pinky_1_R" 44
46 "finger_pinky_2_R" 45
47 "finger_index_meta_R" 38
48 "finger_index_0_R" 47
49 "finger_index_1_R" 48
50 "finger_index_2_R" 49
51 "finger_thumb_0_R" 38
52 "finger_thumb_1_R" 51
53 "finger_thumb_2_R" 52
54 "finger_ring_meta_R" 38
55 "finger_ring_0_R" 54
56 "finger_ring_1_R" 55
57 "finger_ring_2_R" 56
58 "weapon_hand_R" 38
59 "arm_lower_R_TWIST" 37
60 "arm_lower_R_TWIST1" 37
61 "arm_upper_R_TWIST" 36
62 "arm_upper_R_TWIST1" 36
63 "leg_upper_L" 0
64 "leg_lower_L" 63
65 "ankle_L" 64
66 "ball_L" 65
67 "leg_upper_L_TWIST" 63
68 "leg_upper_L_TWIST1" 63
69 "leg_upper_R" 0
70 "leg_lower_R" 69
71 "ankle_R" 70
72 "ball_R" 71
73 "leg_upper_R_TWIST" 69
74 "leg_upper_R_TWIST1" 69
75 "ValveBiped.weapon_bone" 38
76 "lh_ik_driver" 10
77 "lean_root" -1
78 "lfoot_lock" 66
79 "rfoot_lock" 72
80 "primary_jiggle_jnt" 3
end
When I export with 3DSMax I get it:
Code Select
nodes
0 "pelvis" -1
1 "spine_0" 0
2 "spine_1" 1
3 "spine_2" 2
4 "spine_3" 3
5 "neck_0" 4
6 "head_0" 5
7 "clavicle_L" 4
8 "arm_upper_L" 7
9 "arm_lower_L" 8
10 "hand_L" 9
11 "finger_middle_meta_L" 10
12 "finger_middle_0_L" 11
13 "finger_middle_1_L" 12
14 "finger_middle_2_L" 13
15 "finger_pinky_meta_L" 10
16 "finger_pinky_0_L" 15
17 "finger_pinky_1_L" 16
18 "finger_pinky_2_L" 17
19 "finger_index_meta_L" 10
20 "finger_index_0_L" 19
21 "finger_index_1_L" 20
22 "finger_index_2_L" 21
23 "finger_thumb_0_L" 10
24 "finger_thumb_1_L" 23
25 "finger_thumb_2_L" 24
26 "finger_ring_meta_L" 10
27 "finger_ring_0_L" 26
28 "finger_ring_1_L" 27
29 "finger_ring_2_L" 28
30 "weapon_hand_L" 10
31 "lh_ik_driver" 10
32 "arm_lower_L_TWIST" 9
33 "arm_lower_L_TWIST1" 9
34 "arm_upper_L_TWIST" 8
35 "arm_upper_L_TWIST1" 8
36 "clavicle_R" 4
37 "arm_upper_R" 36
38 "arm_lower_R" 37
39 "hand_R" 38
40 "finger_middle_meta_R" 39
41 "finger_middle_0_R" 40
42 "finger_middle_1_R" 41
43 "finger_middle_2_R" 42
44 "finger_pinky_meta_R" 39
45 "finger_pinky_0_R" 44
46 "finger_pinky_1_R" 45
47 "finger_pinky_2_R" 46
48 "finger_index_meta_R" 39
49 "finger_index_0_R" 48
50 "finger_index_1_R" 49
51 "finger_index_2_R" 50
52 "finger_thumb_0_R" 39
53 "finger_thumb_1_R" 52
54 "finger_thumb_2_R" 53
55 "finger_ring_meta_R" 39
56 "finger_ring_0_R" 55
57 "finger_ring_1_R" 56
58 "finger_ring_2_R" 57
59 "weapon_hand_R" 39
60 "ValveBiped.weapon_bone" 39
61 "arm_lower_R_TWIST" 38
62 "arm_lower_R_TWIST1" 38
63 "arm_upper_R_TWIST" 37
64 "arm_upper_R_TWIST1" 37
65 "primary_jiggle_jnt" 3
66 "leg_upper_L" 0
67 "leg_lower_L" 66
68 "ankle_L" 67
69 "ball_L" 68
70 "lfoot_lock" 69
71 "leg_upper_L_TWIST" 66
72 "leg_upper_L_TWIST1" 66
73 "leg_upper_R" 0
74 "leg_lower_R" 73
75 "ankle_R" 74
76 "ball_R" 75
77 "rfoot_lock" 76
78 "leg_upper_R_TWIST" 73
79 "leg_upper_R_TWIST1" 73
80 "lean_root" -1
81 "smdimport" -1
end
When it's happens and the bones don't have the same numbers, the crash appears.
The question is; Is possible do anything with the exporter to export the skeleton like the imported one? I tested it on Milkshape and it's nice, so it's possible. I have tried with the 3 exporters on 3DSMax and all have the same problem. If you can help me with that would be nice, because if you use 3DSMax you're F#$@ed.
Thanks!