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Completely OFF Topic / Re: Dimagrire in fretta pancia e fianchi 813
« Last post by HuecdoWek on February 17, 2018, 05:10:00 PM »
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« 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.
« 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
« Last post by wallworm on February 16, 2018, 02:47:39 PM »
You may need to post your Max file.
« Last post by oday696 on February 16, 2018, 02:34:30 PM »

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
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.
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.
Bug Reports / unable to convert: undefined to type: material - error
« Last post by Elliot005 on February 08, 2018, 05:20:00 PM »
I was porting a model and got some wierd error
MaxListener thingy here:, idk why its doing this Ive reapplied materials and stuff. It seems to be installed correctly aswell, using max2018.
WWMT Questions / Re: Error: Too many indices in source
« Last post by iProtiige on February 03, 2018, 08:55:30 PM »
Spot on, that did the trick! Thanks a lot!
WWMT Questions / Re: Error: Too many indices in source
« Last post by wallworm on February 03, 2018, 08:34:47 PM »
The word "poly" is the catch. You should change the statistics from polys to tris (viewport settings). There are no "polys" because a "poly" could have an arbitrary number of vertices and tris.

I am not sure whether this error is due to too many vertices or too many tris. I don't remember the limit off the top of my head.

You can try this as a quick fix: Add a ProOptimizer modifier onto the model, choose option to keep textures, then calculate and bring down the %. Then re-export.
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