I am working on amazin mount for mirana, a snow white wolf :D I am having a problem when I need to assign bones to mesh... How to assign selected mesh to bones, in blender? I just assign everything to mesh, but only bones that belong to mount.
lol i got a crazy idea that many wont like , but its still an idea ! make a pool of the guys who want to participate , then randomly assign people into groups. Then randomly assign a hero that doesn't have much items to this group. this group , working together must make a set for the assigned hero :). First set approved…
It is not the reference bone for the particle, it's the hitbone location. Load up your model, assign the hit location to the topmost bone and post back.
what software for modeling are you using? in blender select the model, check the materials tab, delete all materials, reload the model after saving and assign one material only. just a default material nothin more. then export. i had the issue with abaddons model, it says more than one material but the error can be caused…
I have a little question. I'm trying to import a naga siren weapon, and what do i do now? Import same weapon twice with different assigned bones in "weapon" and "offhand weapon" categories? Or i need 2 meshes with different bones in one category (but that's too much polys)? Thanks. Also, what bones do i need to assign for…
Alright. Ritz got back to me after a bit more testing and he says they patched the method he used back when he submitted. He said it was a matter of assigning more then one vmt to the model with each one reading a different thing, but would compile as a singular vmt. That doesn't work anymore, and the importer detects when…
Assign whatever bones are assigned to the default sword. Open up the original mesh and the Skin modifier (that's what it's called in Max, I don't know what it's called in Maya) will list each bone that is assigned to it. I'm looking at Naga's requirements and it looks like each weapon is separate. One sword is a main-hand…