So i have been working on converting animations as of late and i have stumbled upon a problem. I have attempted to solve it through many means which only ended up in failure. I will state the steps I took and if anyone is willing to help, I will be in his debt.
Steps:
1. Firstly, I took the custom model and edited it in 3ds max. Used modifiers such as Bend and FFD 3x3x3 to shape it to my liking. Than the last step in 3ds max was exporting it with the following settings:
2. Imported the wow model and custom model in blender
3. Set the sub meshes of the custom model to the ArmatureRoot
4. Creating a couple of duplicates of the original wow model, i joined each custom sub mesh with a single copy of the original model. (In the beginning, i forgot to copy the location of the two and than move the original mesh away before joining them together.Only after painting them did i do it.)
5. Weightpainting the appropriate locations corresponding to the original model. (In example would be if bone 4 was for the hand in the original wow model, than i would paint the hand of the custom model)
6. Made sure that every vertex was painted with pose mode
7. After that, i joined all the sub meshes.
8. I than took an original mesh from the wow model (not a duplicate) and coped the locations of one another. Moving the original wow mesh before I joined the custom mesh with the wow mesh.
8. Positioning it properly in the place of the wow model, the original mesh was deleted as it was no longer needed which only left the custom mesh.
9. The model was than exported as a m2i
10. Finally,when I used the m2mod3, i got this error:
Any help would be greatly appreciated.