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Topics - cynaraos

#1
I've tried compiling a car model for use as a prop_vehicle_jeep car, but when it's compiled, one bone, the wheel bone for the right front wheel, is offset from where it should be, practically as if the bone moved without what's skinned to it (the wheel) following it.
when the wheel is spun, either ingame or through posing in HLMV, it pivots originating from around the tire of the wheel, and the wheel can be spun to look like it's properly centered to its axle.

this is how it should obviously look like:



this is how it ends up looking:



I exported the 'suspension', 'turning', and 'wheelspin' sequences through the standalone Wall Worm SMD exporter, and I exported the meshes with the 'all-in-one' Wall Worm window's 'Export SMDs' button, since I'd rather write my own QC.

what could possibly have gone wrong?

I can freely provide my 3DS Max 2016 scene and QC/SMDs if they're needed.

edit:
you'll have to excuse me, but I have to go to bed right now.
#2
I have been trying to get a bodygroup to work properly in Source, using 3DS Max and WWMT. so far, I've been able to technically make the bodygroup work as intended, but, as the subject describes, the bodygroup in question is rotated 90 degrees to the right. it seems that something similar to the pivot for the mesh being moved back, with the rotation happening after that, is what happens, when the model is compiled.

screenshot that shows both the HLMV perspective and 3DS Max perspective: http://i.imgur.com/lWzYWqB.png
.3ds file: https://dl.dropboxusercontent.com/u/46555596/save03.max
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