Quote from: K@rt on October 23, 2013, 12:00:15 AMQuote from: CaptainCrazy on October 22, 2013, 02:09:01 PM
Okay tried it with a CSS skeleton and the same problem persists and my friend said my .QC is waaaaaay too small. I guess i'll just have to give up hope that WW can do this and go back to the annoying old ways lol.
The skeleton isn't in the .qc file, it is in the base meshes .smd file. The .qc file only contains info about jointconstraints and bone merging and even with a full working skeleton will only be 5-10Kb.... i don't know in your friends world what "waaaaaay too small" corrosponds to, but in real terms gonna be about 7-8Kb at most**
But you don't need to try and tell from the size fo the .qc file... just open it in notepad - if you get jointconstrain and bonemerge and sequence info in it then it means the skeleton IS getting decompiled but you're not importing the .smd correctly into max. If the decompiled .qc file doesnt contain that info (and as I said before, if the main mesh .smd file doesnt start with a node list) then it means you are decompiling the models incorrectly in the first place.
Normally CS:S models are EASY to decompile and even the old, unedited versions of MDLdecompiler can handle them. With some later models (IDST1 format) MDLdecompiler won't work. Look for Crowbar, but I don't know if it has gone on general release yet or not.
The dropbox link I gave you above (to a decompiled custom CS:S model) contains a skeleton which imports fine into max. Now this is from somebodys custom model so it is still probably better to goto the Source original models... however the point is it works - try importing this and if you can't then its you who is making mistakes because I imported it fine.
Like I said before if you use the WW importers then you may lose the skeleton when it is imported, but its there in the smds so just use wunderboys importer instead.
**Oh, and as a foot note, in the meshes SMD file the skeleton itself will take up about 6kb of the total file (which will probabaly be between 1500-3000Kb in total) and the weighting info will probably be upto 500Kb in size, depending on the complexity... so it is pretty much impossible to look at the size of an SMD file and KNOWwhether the skeleton is there either.
Well she showed me her .QC file for a standard character with no new animations and it had a long list of things in it regarding joints and such.
In model viewer the skeleton rig seems to be horizontal on the floor yet the character mesh is vertical as it should be. Even if i enable or disable the rotation option in WWMT it makes no difference.