Character setup in Max (The Warrior) Free Character
by Kevin Mitchell · 04/01/2014 (7:16 pm) · 3 comments
This shows how to setup a character in 3DS max to get them in T3D correctly with out any melting skin effect.
Needed Files:
Open Collada:
Open Collada
The Warrior:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/811502
Guide:
Important notes:
Needed Files:
Open Collada:
Open Collada
The Warrior:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/811502
Guide:
Important notes:
- Never Rotate the dummies
- Center all base node objects to 0 0 0 before linking.
- Make sure the detail number matches the number on the end of that detail level mesh
- You can use multi res to make LOD Make sure you clone the mesh and keep the modifier stack in tack
- The bipCOM can be used as a root node with 0 animation attached to the character this can be useful when making a character that had animation on all bones and you are having issues with animation direction in T3D
- The Eye and CAM linked to unlink are on their because I do not like the breath animation and character animation shaking the cam everywhere.
- Cat Bones need a invisible material on them or the cat bones show in engine.
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.

Torque Owner Richard Ranft
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