thanks for looking at the file! I've manage to fix the issue in my model. I'm not sure exactly how the bone hierarchy is supposed to be organized for the source engine, so I'm not exactly sure what changes I needed to make to fix it but I have managed to get my model working.
I removed all of my bones from their hierarchy. I just used one root bone and duplicated it in place three times. (one for each individual part of the collision mesh) I then key framed each bone individually. I think by keeping the bones right on top of each other I was able to fix the problem with my hull pieces becoming offset in source. I'm not sure if this fix would work for a more complex model that needed bones parented together into a hierarchy, but for this asset, everything works perfectly.
it's a very weird, non-intuitive workflow for me, but it seemed to work out. here's the asset in HLMV:
thanks again for your help. I'm still guessing that my problems with bones are stemming from the conversion from maya to max. since everything seems to look good inside both 3D packages. it's only the source engine export that seems to be messed up.
I removed all of my bones from their hierarchy. I just used one root bone and duplicated it in place three times. (one for each individual part of the collision mesh) I then key framed each bone individually. I think by keeping the bones right on top of each other I was able to fix the problem with my hull pieces becoming offset in source. I'm not sure if this fix would work for a more complex model that needed bones parented together into a hierarchy, but for this asset, everything works perfectly.
it's a very weird, non-intuitive workflow for me, but it seemed to work out. here's the asset in HLMV:
thanks again for your help. I'm still guessing that my problems with bones are stemming from the conversion from maya to max. since everything seems to look good inside both 3D packages. it's only the source engine export that seems to be messed up.