Oh, one more tip. After loading a model to Art Tools, you need to scale it 100 times bigger this way: go to utilites tab, press more, pick "rescale world unit", set 100, press ok.
You're using m3 exporter to import m3 models from wow model viewer to max, right? So, jsut save it as .max file. Just when you import, change 1000 fps to 30. And write down the start/end frames of the animations. Art Tools scripts are using different object names, so you will have to remake materials and animations within Art Tools. But some names are concur, so, m3 exporter and Art Tools can't exist on the same copy of max 11. I have 2 copies.
Art Tools installation includes some documentation and tutorials, and there you can read about hit tests and other stuff.
It's fun, that you edit the script. How do you know either the model complete or not? Have you tried it in the editor?
It has been a while I used m3 exporter last time, but I remember something about adding a tight hit test and defining a bone for it. So, my guess: there is a chance that script creates a tight hit test, but it stays unattached to any of the bones. So, your script edit may leave the model without a tight test, so it won't be able to be rectangularily selected.
When I need a model from wow, I don't export it via the m3 exporter, I save it as max file and open with Art Tools, and then fix it and export as a sweet shiny candy.
I would suggest you to go to the art tools related district of battle.net forums and sign up for the Art Tools beta test. That thing will provide you with wider instruments for m3 editing. And, unlike the m3 expoter, it has no bugs.
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Oh, one more tip. After loading a model to Art Tools, you need to scale it 100 times bigger this way: go to utilites tab, press more, pick "rescale world unit", set 100, press ok.
You're using m3 exporter to import m3 models from wow model viewer to max, right? So, jsut save it as .max file. Just when you import, change 1000 fps to 30. And write down the start/end frames of the animations. Art Tools scripts are using different object names, so you will have to remake materials and animations within Art Tools. But some names are concur, so, m3 exporter and Art Tools can't exist on the same copy of max 11. I have 2 copies.
Art Tools installation includes some documentation and tutorials, and there you can read about hit tests and other stuff.
It's fun, that you edit the script. How do you know either the model complete or not? Have you tried it in the editor?
It has been a while I used m3 exporter last time, but I remember something about adding a tight hit test and defining a bone for it. So, my guess: there is a chance that script creates a tight hit test, but it stays unattached to any of the bones. So, your script edit may leave the model without a tight test, so it won't be able to be rectangularily selected.
When I need a model from wow, I don't export it via the m3 exporter, I save it as max file and open with Art Tools, and then fix it and export as a sweet shiny candy.
I would suggest you to go to the art tools related district of battle.net forums and sign up for the Art Tools beta test. That thing will provide you with wider instruments for m3 editing. And, unlike the m3 expoter, it has no bugs.