Forum > Modelling and Animation
Custom Pandaren... doesn't work with current client.
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Jack:
Actually, I used the term "skinning" as what wikipedia describes, and that is "assigning the mesh (vertexes) to bones", but it's also used for unwrapping and texturing a model.
I'm afraid I can't help you with any milkshape related stuff, you'll have to learn how to add bones to a model in milkshape yourself, but there are thousands of milkshape tutorials out there, you'll just have to search google.
Now here's what each converter does, so choose the right one:
3dsToM2.exe : converts into an unanimated model without collision (good for armor, items etc) 3dsToM2.exe (other version): converts into an unanimated model with collision (doodads, trees...) Neodex (google it) and MdxToM2.exe: exports animated models out of 3dsMax and converts these mdx files into animated models without collision (characters, creatures...)
Tigurius:
For Milkshape, there is MDX Im/Exporter Plugin avaialble also: http://world-editor-tutorials.thehelper ... stools.php
If you speak german; http://www.gargi.org/showthread.php?173 ... eil1-Bones (I haven't found an english tut fast, so use google translate)
Serifaz:
Thanx again... I'll try to make this work out... I guess its just gonna take some practice. =D
Serifaz:
The bones are in but, I just found out that I cannot export the model with the program I'm using [Blender]. When I export the 3ds model, it just exports a blank file. Still working on it, but if there is any way to export this file properly, I would love to know how. I made A simple model in 3ds max to test out the 3dstom2 and it came in perfectly in the game. So I think this model has to be made in 3ds max and then saved and converted... I could be wrong but, I'm thinking I will need to remodel it../Sad panda
gorq:
keep it up serifaz, you're near to have it :D
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