I exported a character model along with a helmet using WoW Model Viewer and imported it into Max. I've been following this thread, bypassing the parts about team colors. The character model is in .m3 and the helmet is .obj.
The attachment part has me troubled. After moving the helmet to a good position ontop of the character model's head, linking the helmet with an attachment point with "select and link" on the character model was good enough for it to appear attached in animation tests in max. However after giving the helmet a skin modifier and attaching a bone, any bone, even newly made ones not attached to the model, the helmet resets to the position when it was imported, which is below the character model. Any attempt to adjust the helmet's position while it has a bone added does nothing, as after its moved it will always reset.
From what I understand a model needs to be attached to a bone to be exportable. What am I doing wrong?
Gents.
I exported a character model along with a helmet using WoW Model Viewer and imported it into Max. I've been following this thread, bypassing the parts about team colors. The character model is in .m3 and the helmet is .obj.
The attachment part has me troubled. After moving the helmet to a good position ontop of the character model's head, linking the helmet with an attachment point with "select and link" on the character model was good enough for it to appear attached in animation tests in max. However after giving the helmet a skin modifier and attaching a bone, any bone, even newly made ones not attached to the model, the helmet resets to the position when it was imported, which is below the character model. Any attempt to adjust the helmet's position while it has a bone added does nothing, as after its moved it will always reset.
From what I understand a model needs to be attached to a bone to be exportable. What am I doing wrong?
Skin the hekmet with a bone, then only move and attach the bone (helmet will follow).
Perfect. Didn't know a mesh moved with bone. Thanks.