I recently managed to make 3DSMax working with the M3 addon. Yay, I can finally start model editing, thanks to Daara87. Note that I've already used 3DS Max during my studies, but we didn't started animation yet. Okay, that was mostly basics and texturing.
My first test is adding teamcolor to the WoW's mantid, as well as normal and specular. And removing thoses pesky hairs that looks ugly.
It was almost all fine in 3DSMax (I can't find how to show attachment points, bones, and helpers - I never used them atm), but in the game it's not the same at all.
1) Specular way too stronk
2) Right tiny arm's forearm and left leg's right toe all messed up (maybe a missing bone)
Well, at least the team color is here and works as intended. Wheeee.
Here's 2 zip containing about all you can need. The first is for the max scene (I had to compress it to lower the size), the second is all the m3 models and the textures.
When you import M3s to 3dsmax, the scripts sends everything to separate layers. Check how to enable the Layer Manager in 3dsmax help. You'll find everything you need there.
If you're exporting the M3 file using WoW Model Viewer then you won't have any attachment points in a form of a helper. I think they are written as bones. So I'd look in the bone name for a specific attachment point
As for the extended toes - probably expanding the bone's envelope will help or paint bone weights on that part of the model using the tools in skin modifier. Again, it's all very well explained in the help.
Hello again, gentlemen.
I recently managed to make 3DSMax working with the M3 addon. Yay, I can finally start model editing, thanks to Daara87. Note that I've already used 3DS Max during my studies, but we didn't started animation yet. Okay, that was mostly basics and texturing.
My first test is adding teamcolor to the WoW's mantid, as well as normal and specular. And removing thoses pesky hairs that looks ugly.
It was almost all fine in 3DSMax (I can't find how to show attachment points, bones, and helpers - I never used them atm), but in the game it's not the same at all.
1) Specular way too stronk
2) Right tiny arm's forearm and left leg's right toe all messed up (maybe a missing bone)
Well, at least the team color is here and works as intended. Wheeee.
Here's 2 zip containing about all you can need. The first is for the max scene (I had to compress it to lower the size), the second is all the m3 models and the textures.
When you import M3s to 3dsmax, the scripts sends everything to separate layers. Check how to enable the Layer Manager in 3dsmax help. You'll find everything you need there.
If you're exporting the M3 file using WoW Model Viewer then you won't have any attachment points in a form of a helper. I think they are written as bones. So I'd look in the bone name for a specific attachment point
As for the extended toes - probably expanding the bone's envelope will help or paint bone weights on that part of the model using the tools in skin modifier. Again, it's all very well explained in the help.