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Random Talking Bush's Model Importers and QuickBMS Scripts
(01-30-2019, 08:45 AM)Tabuu Forte Akugun Wrote: Hmmm, I'm not familiar with that function in max, sounds useful though. How to do? Smile
Late reply, but it's in Tools > Rename Objects. Just do something like "Prefix: _" on the model parts and bones before importing the next set, and then "Remove First: 1 Digits" on everything else after you import the last set. Then in each of the polygon groups' "Skin" modifier sections, in the Advanced Parameters there's a set of Save and Load buttons, you'd want to "Save" on each one, collapse all of the modifiers, add a new Skin, add all of the bones from the original set (if there are any extra bones added on, you'll want to relink them first), and then in order Load > Pick the .ENV file you saved earlier > Match by Name > OK, and then the model should be rigged to the original skeleton. Repeat for the others and you should be good.

(02-07-2019, 01:15 AM)Lilothestitch Wrote: May I request a fix for the Telltale Almost-All-In-One Model Importer Script that fixes the rigging error with the lower body when you rotate the spine1 & pelvis bone? I tested it with The Walking Dead: Season 1, The Walking Dead: Season 2, The Walking Dead: Michonne & The Wolf Among Us.
This is not something I can fix, the bone rotations/positions and rigging are pretty much identical to the original games.

(02-13-2019, 04:52 PM)Sonicfan1123 Wrote: Will you ever add support for ripping animations to your BFRES ripper?
Unfortunately no, I don't know the first thing about importing animations. However, there's a build of Smash Forge you can use to preview and export animations, and those should also work if you import them into the models imported using the MaxScript.
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RE: Random Talking Bush's Model Importers and QuickBMS Scripts - by Random Talking Bush - 02-14-2019, 06:48 AM

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