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Messages - azai

#1
WWMT Questions / Exporting bones
May 04, 2014, 09:54:05 AM
Say I have multiple meshes in one model, exactly how do I make it so each mesh has its own bone (NOT ragdoll stuff, just arbitrary bones that do nothing)? I tried using the skin modifier but I must be doing it wrong because the bones don't exist ingame.
#2
Hello. First of all I would like to thank you for these amazing tools, they really speed things up. Thanks to these tools I have managed to put together one of the largest model packs ever released for Garrys Mod. Almost 2000 models already.

So I haven't updated the tools for a few months. I think the last update I installed was in July, and this problem occurred, I figured it was just a bug, but it was one that really messed with my project, so I reverted to the version I had before (not sure which version, is there a way to check?). The problem is, after updating,  the orientations are set up differently, even the same models compile differently. If I build the models in such a way that they compile the same as before, it seems to mess with the way lighting affects them in-game.

Showing how they compile differently, both of these are angled as 0,0,0 in-game:


Showing how lighting effects them differently if I build the models to match the old orientation. Old("correct") is on the left.


I just want to know the reasoning behind this change? Is there an easy way I can fix it? I would love to update the tools, as I am sure I am missing out on some new functionality, but if that means tweaking every model individually it really isn't worth the hassle, and I'll just use my old version.
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