Hi guys I'm trying to help cheapy by exporting one of his goyles to q3
. Anyhow I've rigged the mesh and applied a bip file I was given. Its all setup correct in my eyes
'''Biped Rig with bones for hair and cloth, dummys for the wings.
I've setup a physique modifier (haven't tried skin yet may do), setup on rigid with no blending'''
I've come to export and for some reason when the md3 is formed the vertex count is like *4 in the final md3's. This causes q3 to crash and won't load the model, I 've never had this before. Infact I was quite confused what was happening ingame so I opened the final exported mesh in milkshape and noticed the polycount count on the head had gone from 221 to almost 1300 :-s. This nice multiplication of vertices occurs on all mesh segregations in the rig.
Heres some pics of the fun
I've had this problem when max exports 3ds files before and the vertices go crazy but never on an md3. Anyone got any ideas how to fix it, I did try to re-export the md3 from milkshape but I had issues with animations so thats the problem. I can host the rig file if anyone wants a look, its in max7 with character studio 4
Peace
Replies
The exporter is what's chopping up your model. You need to go back in and make the whole mesh all one smoothing group (i.e. #1). Dunno why, but it works. One note, the MD3 will end up segmented (into Elements) according to its UV groups, but that's normal.
/jzero