Egozi44 28 Posted May 15, 2016 (edited) It seem that bones will lose their attachment to the object once converted into editable mesh, is there any easy way to rig them back? Rig them one by one is complicated for me :/ I didn't was aware of such issue till I messed with the prodigy I really don't want to lose my current object edit over such issue Edited May 15, 2016 by Egozi44 Share this post Link to post
Egozi44 28 Posted May 15, 2016 I thought you would perfer legs that made out from tibirum so you could get heal faster Share this post Link to post
Stygs 25 Posted May 15, 2016 Read the SDK doku about W3dSkin modifier. If you edit the mesh, you need to rig the whole model again. Share this post Link to post
Egozi44 28 Posted May 15, 2016 Didn't had to do it in the past though. . Edit the entire thing with EA bones is hard, do I need to create many WWSkin for each bone? :0 Share this post Link to post
Stygs 25 Posted May 15, 2016 If you edit vehicles, you might not need to rig them as they usually only use one bone for each mesh. But infantry use multiple bones for each mesh, so its hard to get around the problem. Share this post Link to post
Egozi44 28 Posted May 15, 2016 (edited) I figured it was the case >.> Now the real question is if there's any chances to rig them back to EA's bones? You done it before with your current placeholders? Or you just added to them sub objects with bones in the skn? Is there any easy trick to re-rig them or at least some guide for it? (EA guide showe how to rig your own bones and not how to re-rig their as you aware) I don't sure if I need to create new WWSkin for each bone and how to rig them individually with other method Edited May 15, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted May 15, 2016 (edited) you don't create a wwskin for each bone, you add the bones to one wwskin. Then you bind the vertices to the correct bones. Changing infantry meshes can be tricky. If the existing infantry is composed out of animation only files based of a existing skeleton, then you can just export and import the base pose into 3dmax, bind your new mesh to the existing bones and export as a w3x files. The already existing animation files will just read the skeleton data and animate the mesh based on that. If the original animations are hierarchical animated files you might have redo every animation...i think. Edited May 15, 2016 by Ravendark Share this post Link to post
Egozi44 28 Posted May 20, 2016 Guess it doesn't matter either way... since max will just keep crash for me when I re-rig multiple things with the WWSkin to EA's bone ;( And when I load save file of one rigged bone max will just give me error and won't load it :\ So.... anyone here want to try and make the Overlord instead? Egozi staring at Madin O_O Jiiiiiiiiiiiiiiiiiiiiiiiiiiiii Here poor model (Very poor) model I tried to make for it so far Share this post Link to post