LOTR: Battle For Middle Earth I & II EditingDiscuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.
due to nobody yet knowing how to apply WWSkin vertex bindings via maxscript, you need to apply the modifier and do it yourself.
Once I understand how to read the W3d file format with maxscript, I will write a script that will apply a skin modifier, jsut not a WWSkin one untill it gets figured out.Or maybe coolfile will do it himself
actually i think I misunderstood your question when I read it
To get the model, you import it separately to the animation.After you have imported both the model and skeleton/animation, you then apply the skin/physique modifier.
Ok so I import the bones that have the animation I want first then I import the model? when I do that those the model is imported and it has the bones inside it that have no animation but the model that I imported first is still there ?
I tried myself for awhile before coming here but I'm missing some basics. Assuming I'm never done this before, I tried differant combos here. I selected the bone and added skin modifier and it said it was referenced to something else and that was it.
Point is I imported Gimli, removed static bones, imported attack animation. Which looks quite entertaining watching the bones move. But I'm missing a newb thing here. How do I assign the bones to the model with the skin modifier.
Search help for 3ds max, Gmax, or Renx? I promise after that enuff with the questions. I assume Renx cause of the WWskin. But I'm all ears for a lead in the right direction.