If you are assigning materials that have already been designed, the Compact Material Editor is still a convenient interface. It is a comparatively small dialog with quick previews of various materials.
However, if you export a mesh that uses a Skin or Physique modifier and fail to These unused bones are stripped out by the model compiler and can be * In addition to bones, each mesh also exports an extra "mesh bone" corresponding to the The smd max exporter read me says these somewhere Maybe even if i hide the pelvis to avoid export its joint remains I first hide the dummies and i am left with 54 bones including the pelvis and chose export selected. I noticed that when i import the ms3d in lithunwrap the pelvis bip is nt in the bones list. The ms3d exporter log says 53 joints while there are 54 bones. I dont know what seems different to equity. (excluding the pelvis bip-without it i dont know how the character would be but never mind) The bones in max during the smd export and the ones in equity before the motion import are the same number I dont know from what i can make the base actor since. I tried importing ms3d and it crashes again.I tird first loading the ms3d file to lithunwrap and it was loaded fine there,but then i re exported it from there as ms3d and imported it to equity and it crashed again. I ll try a milkshape exporter plugin in case i can make the base actor from that (if it exports correctly.
Then i got a 3ds imported and added an smd motion ,got a message that the motion bones do not match the actor bones (the 3ds was loaded with only one joint) and equity closes. obj first and i got a message warning vertices to mesh and then it crashed. Or you can have the first smd motion added to include mesh and the rest motions to be just the skeleton? The smd motion i export from max must have a mesh ,or be just exported bones?Then from where the vertex info will be taken from? obj ,will the Skeleton links,the physique vertex assignments and the materials info be taken from the. If i start a new actor and first import an.