I added armor from one zealot to another and now the zealot is no longer attached to the bones and doesn't animate. Is there a way to add parts of other unit models to a model without having to re-rig it? Is there a way to delete say his arm without having to re-rig the whole thing? This would make my life sooo much easier.
Found out how to attach other unit's parts to my unit by going to modify and clicking editable mesh and attaching the part however, now after I save the unit that retained animations and rigging it is invisible ingame. Nothing shows up the unit is gone even though everything worked in 3DSMAX. Is there a special way to export the M3? Maybe something with converting the editable mesh back to whatever it was?
You can't revert back to what Editable Mesh was before if you didn't convert the model to Editable Mesh in the same session (you could by using CTRL+Z).
But Editable Mesh is the most basic level of geometry so there's no reason to go back to anything since it won't be exportable by the script.
If the part you want to attach from another model doesn't require deformations you could just skin the entire model with one bone (or just attach the model to the bone using SELECT AND LINK option but I don't know if it's working).
If you go back one level beneath the skin modifier and edit the model by removing some polys or vertices you actually are changing the numeration of the vertices. Maybe that's why it's not exporting properly.
I added armor from one zealot to another and now the zealot is no longer attached to the bones and doesn't animate. Is there a way to add parts of other unit models to a model without having to re-rig it? Is there a way to delete say his arm without having to re-rig the whole thing? This would make my life sooo much easier.
Found out how to attach other unit's parts to my unit by going to modify and clicking editable mesh and attaching the part however, now after I save the unit that retained animations and rigging it is invisible ingame. Nothing shows up the unit is gone even though everything worked in 3DSMAX. Is there a special way to export the M3? Maybe something with converting the editable mesh back to whatever it was?
You can't revert back to what Editable Mesh was before if you didn't convert the model to Editable Mesh in the same session (you could by using CTRL+Z). But Editable Mesh is the most basic level of geometry so there's no reason to go back to anything since it won't be exportable by the script. If the part you want to attach from another model doesn't require deformations you could just skin the entire model with one bone (or just attach the model to the bone using SELECT AND LINK option but I don't know if it's working).
If you go back one level beneath the skin modifier and edit the model by removing some polys or vertices you actually are changing the numeration of the vertices. Maybe that's why it's not exporting properly.
Show some images, that might help.