So I was trying to take some models and convert them to smds, psk, and md5s but the rigged bones look bigger than the model on 3dsmax
It always happens, and is there a model format that doesnt fuck up the rigs, or do I need certain import settings
Are you talking about the actual bones, or their pointers (greyish-blue triangular prism shapes)? The pointers are just there so you can select the bones, and their sizes can be changed seperately in 3D Studio Max. Your rig is probably fine.
Nice choice of words there
I honestly came in here expecting a spam thread since I didn't see the author, but that's a pretty funny mistake. I would ask you to fix it, but that's just rich.
Anyways, you're probably dealing with models that are very small. Even when they're small, Max will still use the default bone size on import causing issues. As Friedslick said though, it should be fixable. It wouldn't affect their functionality regardless.
(08-26-2011, 05:45 PM)Friedslick6 Wrote: [ -> ]Are you talking about the actual bones, or their pointers (greyish-blue tetrahedron shapes)? The pointers are just there so you can select the bones, and their sizes can be changed seperately in 3D Studio Max. Your rig is probably fine.
Yeah the pointers, and I cant scale them down, So I keep trying formats that use rigs, and always comes up the same
And yes the models for the game are very small, and nothing gets resized, the rigs are always bigger than the models
Open the model in 3D Studio Max which includes the bone pointers you want to scale, and from upper toolbar select "Animation>Bone Tools...". From the window that shows, open the "Fin Adjustment Tools" rollout. Then scale the dimensions of the model's bone pointers as desired. After you are done, close the window and save your changes.
Alternatively, use the Uniform Scale transform tool to resize your model to fit its bone pointers.
It worked thanks, I tried to scale it before now I understand what I did wrong