Ok then, I recently got fed up with animating a character model thats not segmented into limbs(as in arms, and legs parts as seperate meshes) in milkshape 3d. It may be good for animating robots but it's extremely fusterating to bip those segmented character models in milkshape especially when you cannot select them in a…
If you look at the default UT2003/UT2004 character models, they are segmented. Segmenting just reduces deformation. So no matter what software you use, you'll get weird deformation depending upon how and where you skin the vertices to the bones on continuous meshed models. GMax is very similiar to Max paticularly in the…
Why am I using GMax? Because I was seeking to export my models into quake 3 arena.. I know how to create and skin them but I still havent found the right program to animate in.. If Blender or XSI Mod tools has the ability to export md3 or UT2k4 player models, then I'll take a bite at it.. XSI Mod tool might be interesting…
Well you might be right on that. But I personally think that segmented models you probably notice that it looks ugly with as you notice that the arm and legs are seperated. when in UT2k4, I hardley notice those models who have seperated meshes. I'll ive it a try.
Why don't you just try Blender, www.blender3d.org, since any work you do in that can be sold and it also has a game engine built in. You can also try the XSI Mod tools 4.2 found at www.softimage.com. GMax seems very limited compared to Max and so does Maya PLE. I fyou decide to use gmax do a search for scripts for gmax…