.sco problem
how do you fix it? Do I need to go into 3ds max to do it?
have to create the .wgt from 3d max
Last edited by Bombillo; 28-09-16 at 05:56 PM.
Missing the .wgt file
How do you create the wgt file? I have been trying to find out how to do that and cant find any tutorials on creating them.
Long answer:
Spoiler:
Short answer:
But the wgt gets created when saving / exporting the model from 3dsMAX with the TSG Toolkit.
Hi GigaToni,
I have the same dilemma here as @Anarchy1977 on importing/exporting skeletons and wgts file. I would appreciate it if you can answer my questions:
1) Where can I get the TSG Toolkit?
2) Can I use it in War, Inc as well?
3) If you say the skeleton file are in the game or src, is it the same skeleton on all models?
4) How do you bind the skeleton in Max? or possible in Maya too?
Thank you in advance
1. It's in the source code. It's only possible via 3ds Max 2012 or lower. It's in src\Tools\Plugins
2. I don't know. But I assume you can. Because the skeleton should be the same.
3. Yes. It's always proper_scaled_and_biped
4. look at 1. no it's not possible in maya.
Thanks a lot, this really help me get a better understanding.
I do have a copy of the proper scaled and biped SKL file. How do you properly rig it in the character mesh? When I try Physique or Skin modifier to rig it in 3ds Max, its not rigging properly.![]()
The skl file is the "compiled" Version and cannot be used. You have to search for something like:
New_Skeleton_PhysX.max
New_Skeleton_PhysX_2011.max
Hello GigaToni,
The skl file is the "compiled" Version and cannot be used. You have to search for something like:
New_Skeleton_PhysX.max
New_Skeleton_PhysX_2011.max
I already downloaded the vusion source that you recommended. I don't see any Max files included. Do you mean it's also in the compiled version?
A direct link would really help, thank you.