So I'm trying to get into the modding custom creature scene, starting with the most simple creature possible: A mesh attached to a single bone.
I'm using all the necessary 3ds max and granny plugins.
I'm following the nwn1 creature conversion tutorial written by Ariok which states that you select the mesh and export it as a .GR2 file, then export the idle and un_idle animations in the same fashion, before exporting the mesh as an MDB.
Even with a simple 1 bone every time I re-load it into 3ds max (or the toolset) it appears stretched. When I load the nwn2 chicken skeleton into 3ds it stretches that too, but the wolf model exports/imports its skeleton fine. Odd, eh?
So what's the difference between my humble 1 bone creature and the chicken and the wolf? How do I get my skeletons to export correctly?





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