01-30-2019, 08:45 AM
(01-29-2019, 08:51 PM)Random Talking Bush Wrote: Oof, yeah, I'll eventually need to look into fixing that, because the script can't tell the difference between what it creates and what's already there. For now, you can select the old bones and use 3DS Max's rename objects function to append a suffix onto each set you import, and then delete them all afterwards. Rigging will be a bit time-consuming to transfer, but since the bone names should match, once you got the pieces aligned using the load/save envelopes function should do the trick, then delete the extra bones afterwards.
Hmmm, I'm not familiar with that function in max, sounds useful though. How to do?