Hi,
A few months ago I made several models using 3ds Max for a game I was modding. I now want to use the monster models I made in a game I am making myself. In order to do this, I must use an exporter plugin that only works with Blender.
I originally made the basic models in Blender, since I find Blender a much more intuitive modelling app than 3ds (just my opinion), but because the exporter plugin for THAT game (the one I was modding, not the one I am making now) worked ONLY with 3ds Max 5, 6, or 7, I had to do the rest (UV mapping, riggin, animation) in 3ds Max.
Well, as said, I now want to use these monster models (since they are in fact MINE and look pretty darn good!) in a game I am making from scratch.
I have found that whether exporting from Blender to Max or from Max to Blender, exporting as .obj (Wavefront) seems to work best.
So, I succeeded in exporting/importing my Hobgoblin model, complete with UV map, texture and bones (animations do not seem to export, unless I just don’t know the right way to do it… quite likely), but it seems the bones are no longer “rigged” to the model’s skin mesh. When I try moving a bone, it just flops around and moves nothing else.
I actually have only made one animated model with Blender, and I don’t remember all the steps I took.
My question is, how can I make use of the skeleton in the model I exported as .obj from Max and imported to Blender? All the bones are all there, everything is there. They are just not rigged. Do I have to go through all the pains of weight-painting, etc, etc? Or is there an easier, softer way?
Are the bones even useable?
I hope someone can point me in the right direction. Any help is appreciated.