I"m getting an error regarding the AnimationProperties script. Importing (e.g. Furion/Arthas/Lady Vajesh does work, it does import the mesh and animations but when i'm trying to open the AnimationProperties script i'm getting an error.
Thanks for replying. I have the AnimProperties with the corresponding files from your Github and it was fixed before the last patch but after that i can not get it to work.
Also there are some issues with the script, especially with the Main script because when downloading your latest script and putting it in the startup folder and then trying to import a .mdx file, there are errors.
I was looking through Axcel’s YouTube video of importing models into 3dsMax (Human - Footman) and creating a single root bone by dragging the four seperate bones (bone, pelvis, shield and weapon) into a copy of the bone (bone001) for import into Unreal and when playing the animations, it’s like the references or pivots all go askew and even though the shield and sword start off okay, as you play the animation, the sword and shield move quite a distance away from the Footman.
What I’ve noticed between Axcel’s video and with the new script, is that with Axcel’s import, the “bones” were imported as actual bones. With regards to the new script, the “bones” are imported as helpers.
Thanks for the prompt response and quick adjustment of the code - I have tested and it works like a charm.
I clicked "No" when prompted by 3ds Max around the Xform and it seemed to do the job - the bones still appear to be imported as helpers after it finishes (during the process it imports them as bones and I can see the bones appear as per Axcel's video). When combining all 4 bones into one for the one root bone for import to Unreal, the animations are now as they should be.
it would be a shame if the skeletons, animations, and other custom stuff is not reused in reforged. not to mention that maybe even reforged animations could be easily edited, if they could be ported to that temporary old format. heck.. i can complete a whole model on my own in warcraft. and porting it back to reforged as already done, would be good, imo
After the latest update to your Macros and Main script, models don't have there textures automaticcly applied in the viewport even after specifying the root asset folder. I tried every folder but the textures won't show up.
Before the update it did work! I had to set the root asset folder to "_HD.w3mod" and the textures were automaticcly aplied to the mesh.
Did I miss something or is it still being worked on?
I'm having some trouble with your script. The script was working fine when I first installed the script and imported a Blademaster model. However, when I started importing another model, it's giving me an error.
The first screenshot shows me importing a different model but for some reason, it's giving me a different blademaster model. Then I get a popup saying "runtime error...etc" and I don't know what's wrong with it.
The second screenshot shows that there are no animations.
The third screenshot shows that when I run the play button, it gives me a messed up mesh looking thing.
I have tried everything. I uninstalled the script and reinstalled the script. I have done a fresh reinstall of 3ds Max 2011 and I'm still getting the same error. I've imported different models and for some reason, it's giving me blademaster by default with no animations. If a video is required, I can provide it.