When trying to export a view model reference, I get the following error:
Writing Meshes...
* "bip_hand_R"
WARNING: Could not get a material for mesh "bip_hand_R". Skipping mesh.
Assign a Standard or Multi/Sub-Object type material to it.
bip_hand_R is a bone, why would it need a material?
On a semi-unrelated matter, are there any good UV Mapping tutorials?
Replies
Huh, I think I accidentally converted that bone to a patch. (Note that I don't know much about 3DS) Is that the problem? Is there anyway to undo that?
http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=15115285
If you have already hope you find a solution.
As for the modeling being way off, if you exported without it skinned to a bone, then it is using the objects local pivot which is probably way off in the distance. You should reset it on the hierarchy tab, affect pivot only, alignment, Center to Object.
Ah, I think you're correct about the bone part. I think that after I merge the mesh that the bones are parented to, and another object, the bones become un-parented, any way to fix this?
EDIT: Actually, it's when I convert to object to a poly (In order to apply textures) that everything becomes un-parented.
You mean after they become un-parented? I can't just re-skin it completely, it's mostly a Valve model, and I suck at skinning.
So you have to make a new bone, place it the same way (with aligh tool) and reparent it, or just reimport the mesh of your model onto a fresh import of valve's model and re-skin.
edit: well, now i read the post again, i don't understand a shit, so if you are still in trouble, you can post your .max somewhere so we could take a look at it.
Also what kind of model are you trying to compile, a static prop, a view weapon model, a world model, a player? Does it animate?
No, I convert the model to a poly and the bones don't deform it any more.
I am trying to export a view model reference.