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Woa... that ain't right!

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Hi, I've made a custom model for my map. I modelled and textured it in Blender, then I exported it as an obj, and opened it up in 3dsmax. I rigged and animated it in there. Everything seemed to look fine.

So I exported it, and this is what turned out!

Oh and I've just realized, it's stretched way out towards the map's origin point (0,0,0), and towards the start location.
 

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Level 8
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Doesn't anybody know why this might be happening?

Would it have anything to do with the fact that all the bones have the default name? (ie. Bone07)? What about the main model being named 'objdefault' (without the quotes).
 
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I used the mdlx converter and dex script.

So it's the extents that're doing that eh? Well... I DID f*** around with those a bit, cause I'm an idiot and I think I know what I'm doing.

I'm gonna re-export it, and avoid screwing with it, and see if that helps.
 

TDR

TDR

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Skinning? You mean rigging?

no, he means skinning! That's why I was so brutal about the difference between SKINNING and TEXTURING!
For the millionth time, skinning is the process of weighting the vertices of a mesh to the bone rig. TEXTURING is the process that you folks call wrongly call skinning, that is painting the surface of a mesh.

Anyway, skinning is not that hard, but takes a lot of practice. Could you send me your max file so I can see if there's anything wrong there? You could send it to me via PM if you want, 'cause trust me, I have no interest in stealing someone else's model.
If it's about the exporter, then I can't help you there, but if there's something with the project itself maybe I can.
 
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It's probably something wrong with the model file.

If you could skin it for me, I'll be forever in your debt!

I'll PM it to you now (though unfortunately, it's a bit messed up because I tried to re skin it... in a way I had no idea what I was doing...)
 
no, he means skinning! That's why I was so brutal about the difference between SKINNING and TEXTURING!
For the millionth time, skinning is the process of weighting the vertices of a mesh to the bone rig. TEXTURING is the process that you folks call wrongly call skinning, that is painting the surface of a mesh.

Thanks for clearing that up.
 
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