milkshape loves the .smd format, so for anim sequences AND ref models, find a valve / Half-Life SMD exporter for MAX, then export your reference mesh and animations accordingly, then import in milkshape.
what game engine are you trying to get the models into? if its; source which im assuming you need a smd export than you need to write a qc and use source sdk to compile the smd's to a mdl for the game engine.
Looking good, keep it up. As for the length it really depends on perspective. In feature films typically people do about 5-10 seconds per week working 40hrs, sometimes less sometimes more. For this I would say a pro could do 10 seconds per week on this level of action someone a little less experienced 5 and someone just…
The golem smd files have more than 52 bones as well - you'll probably have to delete the bones you deleted in your main model's file for each of the smd files as well for it to work.
Hello everyone! This is my last work -- DeLorean DMC-12. Also i made a version for Marmoset Viewer: https://www.artstation.com/artwork/dmc-delorean-12-low-poly Hope you like it!
He's probably speaking in hl/hl2 smd compiling terms. A "submodel" would be a seperate .smd reference mesh that's compiled into the model with a modelgroup in the .qc file, which is togglable from the code side of things. Submodels may be helmets, loaded holsters, etc...