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MDL Editing: Adding Bones

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The problem with Vertex Modifier is that when I load a certain model (ex. bandit) it does not resemble anything.

Rao Dao Zao, maybe you misunderstood me. I already made that 'additional' mesh in max and merged it to the model with geosetmerger. Now I want to this newly added mesh assign a bone. I could do this in max, but the problem is that max importers are a bit buggy, and I will have to re-unwrap and redo all animations. So, if I would create and assign the bone directly in MDL, it would be much easier.
 
Level 24
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Mar 29, 2004
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That may make it a bit easier.

Your geoset should have vertexgroups; presumably all the vertices on one group, with a matrix at the bottom of the geoset.

A bone:

Bone "Bacon" {
ObjectId 1,
Parent 0,
}

Anyway, in the geoset will be an area like this:
Groups 1 1 {
Matrices { 1 },
}

The number in the brackets of the matrix is the object ID of the bone that the geometry is to follow.

And Vertex Modifier displays things one geoset at a time. So it's not broken, just a little disjointed.
 
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