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Messages - Pixel-Perry

#1
General Discussion / Re: Wall-Worm Importing .VTA Failure
February 27, 2016, 07:59:22 AM
I forgot to post about it but for anyone that was curious: It didn't work.
#2
General Discussion / Re: Wall-Worm Importing .VTA Failure
February 26, 2016, 10:34:50 PM
I see! I'll give it a try. Fingers crossed
#3
General Discussion / Re: Wall-Worm Importing .VTA Failure
February 26, 2016, 10:18:24 PM
Hmm..I see. Thanks!
#4
General Discussion / Re: Wall-Worm Importing .VTA Failure
February 26, 2016, 06:23:06 PM
Sorry for the late response!

I am using Max 2015

I've been working with various models some with expandable body feautures and what not. However, I can cope with not having those, but a lot of the models use facial flexes and I really need them working, ya know? Here is the Midna model we got from the work shop. When we load the .Qc file (Again, I'm still new to this but I'll assume by channels you mean the names of the sliders 3ds Max supplies you with) things show up with the tags that'd be in SFM like "Jaw Down" and so on. But for  alot of the other models, upon importing the .Qc..nothing even happens, nothing. And if I click the base mesh and import the .VTA file two things either happen: The model explodes (quite literally) or Max makes one frame for every single slider and even then they don't behave properly

Midna: https://www.dropbox.com/s/rx9mc3oe78pizn5/Midna.zip?dl=0
#5
General Discussion / Re: Wall-Worm Importing .VTA Failure
February 26, 2016, 01:20:27 PM
Thanks for the reply Joris! I am almost confident that the problem lies on my end because aside from some 3-D animating I am completely new to everything. I look forward to hearing from Shawn.
#6
General Discussion / Wall-Worm Importing .VTA Failure
February 26, 2016, 11:57:47 AM
Hello everyone!

I just recently started using 3DS-Max and with it, Wall-worm. Skipping all the useless details I plan to bring in Source Assets (Models, Props, Etc.) and animate them in 3DS. The current problem I am having, however, is that whenever i import a model; the flexes and morphs don't seem to carry over. And a lot of source models (Specifically models used in Source Filmmaker) use flexes for facial animations and some even have body morph properties. As I said, I just started using 3ds and am new to its complexity as to that of SFM. To my knowledge (as told by a friend) if the flexes/morphers had been carried over they'd be shown if I clicked on the base mesh and selected the modify tab under "Morphers." I will give more detail as needed in later replies (Don't wanna end up typing everything out and no one responds XD). Thank you for your time!
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