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  1. #1
    Member Member Moooul's Avatar
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    Question swapping bodyparts from model to model

    hi folks,

    i want to create a new spartian hoplite model for training purpose. i want to change the head/helmet and the shield. helmet should be that one macedonian officers use and the shield just needs to be enlarged. how do i do such things in 3d studio maxx? do i need to change the texture files and if, in which way?

    thx a lot
    "we are our own frontier, cross ist"

  2. #2

    Default Re: swapping bodyparts from model to model

    You really should consider having a look around the Scriptorium, there's lots of useful information there. Such as this:

    Tutorial: Head Swapping Tutorial (3D units)
    How to Model New 3D Units
    3DSMax and tool tutorials
    Last edited by Epistolary Richard; 07-28-2005 at 10:26.
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  3. #3

    Default Re: swapping bodyparts from model to model

    There is also a clearly marked tutorial that tells you EXACTLY how to do this....
    Careless Orc Costs Lives!

  4. #4
    Member Member Moooul's Avatar
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    Question Re: swapping bodyparts from model to model

    well well i read them too but im not sure weather i did everything allright or not. game still crashes loading. i get some message when i try to export my new model. says i needed to have the skin mod on top of the stack... does that mean theres something wrong with the model? or is that just normal?
    "we are our own frontier, cross ist"

  5. #5
    Member Member Moooul's Avatar
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    Default Re: swapping bodyparts from model to model

    as soon as i try to load a custom battle with my new .cas file i get an error message:
    'material index on rigid
    primary weapon
    is greater than number of materials'

    what have i done wrong?
    "we are our own frontier, cross ist"

  6. #6
    Senior Member Senior Member hoggy's Avatar
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    Default Re: swapping bodyparts from model to model

    you shouldn't get an error on exporting
    - check you are only using 1 material/texture on the model
    - check your weapons are linked to the right bones. All objects should be skinned to the skeleton or linked to the skeleton.

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